源战役客户端
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ReinSucceedSkillItem = ReinSucceedSkillItem or BaseClass(BaseItem)
local ReinSucceedSkillItem = ReinSucceedSkillItem
function ReinSucceedSkillItem:__init(parent_wnd,prefab_asset,layer_name)
self.base_file = "reincarnation"
self.layout_file = "ReinSucceedSkillItem"
self.parent_wnd = parent_wnd
self.layer_name = layer_name
self.color_list = {
[1] = ColorUtil.WHITE,
[2] = ColorUtil.BLUE_DARK,
[3] = ColorUtil.PURPLE_DARK,
[4] = ColorUtil.ORANGE_DARK,
}
self.model = ReincarnationModel:getInstance()
self:Load()
end
function ReinSucceedSkillItem:Load_callback()
self.nodes = {
"bg:obj", "skill_icon:img", "skill_name:tmp",
}
self:GetChildren(self.nodes)
self:AddEvents()
if self.need_refreshData then
self:UpdateView()
end
end
function ReinSucceedSkillItem:AddEvents( )
local function click_event(target, x, y)
if target == self.bg_obj then
if self.skill_id then
local data = {
skill_id = self.skill_id,
title_name = "技能预览",
}
CommonController.Instance:Fire(EventName.OPEN_COMMON_SKILL_TIPS, data)
end
end
end
AddClickEvent(self.bg_obj, click_event, LuaSoundManager.SOUND_UI.NONE)
end
function ReinSucceedSkillItem:UpdateView( )
-- lua_resM:setImageSprite(self, self.skill_icon_img, "mainUI_asset", self.skill_id, false)
lua_resM:setOutsideImageSprite(self, self.skill_icon_img, GameResPath.GetSkillIcon(self.skill_id), false)
local cfg = ConfigItemMgr.Instance:GetSkillItem(self.skill_id)
self.skill_name_tmp.text = HtmlColorTxt(Trim(cfg.name), self.color_list[self.index])
end
function ReinSucceedSkillItem:SetData( skill_id, index )
self.skill_id = skill_id
self.index = index
if self.is_loaded then
self.need_refreshData = false
self:UpdateView()
else
self.need_refreshData = true
end
end
function ReinSucceedSkillItem:__delete( )
end