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