RankEquipItem = RankEquipItem or BaseClass(BaseItem)
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function RankEquipItem:__init(parent_wnd, prefab_asset, layer_name)
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self.base_file = "rank"
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self.layout_file = "RankEquipItem"
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self.is_delay_callback = true
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self.model = EquipModel:getInstance()
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self.mainVo = RoleManager.Instance.mainRoleInfo
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self.only_show_strength_tag = false --是否仅显示可强化标识
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self.pos_type = false
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self.pos_type_visible = false
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self.bg_alpha = 1
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--self.use_local_view = true
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self:Load()
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end
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function RankEquipItem:Load_callback()
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self.equip_conta,self.canStren = GetChildTransforms(self.transform,
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{
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"equip_conta","canStren"
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})
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self.strengthText,self.stren = GetChildTexts (self.transform,
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{
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"strengthText","stren"
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})
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self.default_conta,self.red_dot,self.selectBg,self.canStrenObj = GetChildGameObjects (self.transform,
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{
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"default_conta","red_dot","selectBg","canStren"
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})
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self.pos_type_img, self.default_conta_img = GetChildImages (self.transform,
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{
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"pos_type", "default_conta"
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})
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self.stren.text = ""
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self.icon_item = AwardItem.New(self.equip_conta)
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-- self.icon_item = UIObjPool:getInstance():PopItem(UIObjPool.UIType.AwardItem, self.equip_conta)
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self.icon_item:SetItemSize(88,88)
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-- self.icon_item:SetAnchoredPosition(0,0)
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if self.style_cache then
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self:SetEquipStyle(self.style_cache)
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self.style_cache = nil
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end
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if self.need_refreshData then
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self:SetData(self.data)
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self:SetPosType(self.pos_type, self.pos_type_visible)
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self:SetBgAlpha(self.bg_alpha)
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end
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if self.need_set_ring_show then
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self:SetRingShow(self.mate_stage,self.mate_star)
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end
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self.icon_item.ClickCallFun = function (target,target2,x,y) --覆盖AwardItem 的点击方法
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self:ClickHandler(target2,x,y)
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end
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self:InitEvent()
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end
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function RankEquipItem:InitEvent()
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local function click_fun(target,x,y)
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self:ClickHandler(target,x,y)
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end
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AddClickEvent(self.gameObject, click_fun)
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local select_fun = function (goods_vo)
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if self.data and goods_vo then
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if self.data.goods_id == goods_vo.goods_id then
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self:SetSelect(true)
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else
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self:SetSelect(false)
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end
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end
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end
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self.event_id = self.model:Bind(EquipModel.EQUIP_ITEM_BE_CLICK, select_fun)
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local change_dynamic = function (goods_id)
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if self.data then
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if self.data.goods_id == goods_id then
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self:SetData(self.data, self.only_show_strength_tag)
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end
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end
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end
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self.dynamic_event_id = GlobalEventSystem:Bind(GoodsModel.CHANGE_GOODS_DYNAMIC,change_dynamic)
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end
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function RankEquipItem:ClickHandler(target,x,y)
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if self.data then
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UIToolTipMgr:getInstance():AppendEquipTips(self.data.type_id, x, y, self.data, nil,nil,nil,"rank_equip", true)
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else
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if self.is_open_ring then
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UIToolTipMgr:getInstance():AppendEquipTips(self.ring_equip_id, x, y, nil, nil,nil,nil,"rank_equip")
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end
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end
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end
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function RankEquipItem:SetData(data, only_show_strength_tag, role_id)
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self.data = data
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self.role_id = role_id or self.role_id
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self.only_show_strength_tag = only_show_strength_tag
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if self.is_loaded then
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self.need_refreshData = false
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--设置装备
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local callback = function (dynamic)
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if self.data and self.data.goods_id == dynamic.goods_id then
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if self.gameObject == nil then return end
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if self.data.type_id ~= dynamic.type_id then
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self.data.type_id = dynamic.type_id
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GoodsModel:getInstance():SetBaseInfo(self.data)
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end
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self.dynamic = dynamic
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self:SetDynamic(self.dynamic)
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self:ShowCanStrength(self.data.type_id)
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if self.icon_item then
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self.icon_item:SetVisible(true)
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local stren_data = EquipModel:getInstance():GetBagEquipAwaraItemInfo(self.data)
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stren_data.equip_key = "RankEquipItem"
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stren_data.is_find = true
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local hide_color_effect = false
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if self.pos_type == EquipModel.EquipType.Guard or self.pos_type == EquipModel.EquipType.Fetter then
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hide_color_effect = true
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end
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-- self.icon_item:SetData(self.data.type_id, self.data.goods_num, self.dynamic.color,stren_data,nil,nil,nil,nil,nil,nil,nil,true)
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self.icon_item:SetData(self.data.type_id, self.data.goods_num, self.dynamic.color,stren_data,nil,nil,nil,nil,nil,hide_color_effect)
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--是否过期装备
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if self.data.expire_time and self.data.expire_time~=0 and self.data.expire_time - TimeUtil:getServerTime() <= 0 then
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self.icon_item:SetExpiredVisible(true)
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else
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self.icon_item:SetExpiredVisible(false)
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end
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end
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end
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end
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callback(self.data)
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else
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self.need_refreshData = true
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end
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end
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--设置一生一世的信息
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function RankEquipItem:SetRingShow(mate_stage,mate_star)
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self.mate_stage = mate_stage
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self.mate_star = mate_star
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if self.is_loaded then
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self.need_set_ring_show = false
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local conf = MateModel:GetInstance():GetShipConf(self.mate_stage, self.mate_star)
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local goods_id = conf and conf.goods_id
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if goods_id and goods_id > 0 then
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--保存数据做tip显示用
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EquipModel:getInstance().mate_show_tool_tip_data = {stage = self.mate_stage, star = self.mate_star}
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self.ring_equip_id = goods_id
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self.icon_item:SetDataWithMapId(goods_id)
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self.icon_item:SetVisible(true)
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self.is_open_ring = true
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else
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self.icon_item:SetVisible(false)
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self.is_open_ring = false
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end
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else
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self.need_set_ring_show = true
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end
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end
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--是否显示可强化和镶嵌
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function RankEquipItem:ShowCanStrength(type_id)
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-- local bool = false
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-- local equip_cfg = EquipModel:getInstance():GetEquipmentCfg(type_id)
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-- -- print("huangcong:EquipItem [start:176] :", type_id)
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-- -- PrintTable(equip_cfg)
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-- -- print("huangcong:EquipItem [end]")
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-- if equip_cfg then
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-- bool = EquipModel:getInstance():GetEquipCanStrengthByPos(equip_cfg.series,equip_cfg.equip_type)
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-- end
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-- print("huangcong:EquipItem [start:180] :", bool)
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-- self.red_dot:SetActive(bool)
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-- self:showEffect(bool)
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end
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function RankEquipItem:SetDynamic(dynamic)
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if self.gameObject == nil then return end
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if dynamic.stren and dynamic.stren > 0 then
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self.stren.text = "+" .. dynamic.stren
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else
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self.stren.text = ""
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end
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end
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function RankEquipItem:SetEquipStyle(style)
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self.equip_style = style
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if self.is_loaded and style ~= nil then
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local str = WordManager:GetEquipStyleStr(style)
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self.stren.text = ""
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else
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self.style_cache = style
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end
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end
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function RankEquipItem:ClearData()
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self.data = nil
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if self.icon_item then
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self.icon_item:SetVisible(false, false)
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end
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if self.stren then
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self.stren.text = ""
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end
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end
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function RankEquipItem:SetSelect(bool)
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self.selectBg:SetActive(bool)
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end
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function RankEquipItem:showEffect(bool)
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if bool then
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self.canStrenObj:SetActive(true)
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if self.is_bag then
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self:AddUIEffect("ui_effect_jineng_jiantou1", self.canStren, self.layer_name, nil, nil, true)
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else
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self:AddUIEffect("ui_effect_jineng_jiantou1", self.canStren, self.layer_name, nil, nil, true)
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end
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else
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self.canStrenObj:SetActive(false)
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self:ClearUIEffect(self.canStren)
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end
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end
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function RankEquipItem:__delete()
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if self.event_id then
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self.model:UnBind(self.event_id)
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self.event_id = nil
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end
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if self.dynamic_event_id then
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GlobalEventSystem:UnBind(self.dynamic_event_id)
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self.dynamic_event_id = nil
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end
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self:ClearUIEffect(self.canStren)
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if self.icon_item then
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self.icon_item:DeleteMe()
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-- self.icon_item:ReleaseObj()
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self.icon_item = nil
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end
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end
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function RankEquipItem:SetPosType(pos, b)
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self.pos_type = pos
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self.pos_type_visible = b
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if self.is_loaded then
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self.need_refreshData = false
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self.default_conta:SetActive(self.pos_type and ((self.pos_type == 11 and self.data == nil) or self.pos_type ~= 11))
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if self.pos_type then
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lua_resM:setImageSprite(self,self.pos_type_img,"common_asset","com_equip_pos_".. self.pos_type, true)
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-- lua_resM:setImageSprite(self,self.default_conta_img,"common_asset",self.pos_type >= 11 and "tyui_pz_9" or "tyui_pz_8", true)
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lua_resM:setImageSprite(self,self.default_conta_img,"common_asset","tyui_pz_8", true)
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end
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self.pos_type_img.gameObject:SetActive(self.pos_type_visible)
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else
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self.need_refreshData = true
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end
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end
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function RankEquipItem:SetBgAlpha(alpha)
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self.bg_alpha = alpha
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if self.is_loaded then
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self.need_refreshData = false
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self.icon_item:SetAlpha(self.bg_alpha)
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-- if self.bg_alpha == 0 then
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-- self.icon_item:SetVisible(false,true)
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-- else
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-- self.icon_item:SetVisible(true,true)
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-- end
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else
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self.need_refreshData = true
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end
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end
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