CSGWarRewardItem = CSGWarRewardItem or BaseClass(BaseItem)
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local CSGWarRewardItem = CSGWarRewardItem
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function CSGWarRewardItem:__init()
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self.base_file = "CSGWar"
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self.layout_file = "CSGWarRewardItem"
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self.model = CSGWarModel:GetInstance()
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self.item_list = {}
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self:Load()
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end
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function CSGWarRewardItem:Load_callback()
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self.nodes = {
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"name_text:tmp", "item_scroll", "item_scroll/Viewport/item_con",
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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 CSGWarRewardItem:AddEvents( )
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end
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function CSGWarRewardItem:UpdateView( )
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local data = self.data == "left" and CSGWarConst.LEFT_REWARD or CSGWarConst.RIGHT_REWARD
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local cfg = data[self.index]
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local x_offset = 90
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self.name_text_tmp.text = cfg.name
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for i,v in ipairs(cfg.reward) do
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local item = self.item_list[i]
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if not item then
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item = UIObjPool:PopItem(UIObjPool.UIType.AwardItem, self.item_con)
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item:SetItemSize(84,84)
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item:SetPosition((i-1)*x_offset, 0)
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self.item_list[i] = item
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end
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item:SetData(v[2],v[3])
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--是否有主副战区标识
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-- if v[4] == 1 then
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-- item:SetNumLimitVisible(true,10)
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-- elseif v[4] == 2 then
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-- item:SetNumLimitVisible(true,11)
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-- else
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-- item:SetNumLimitVisible(false)
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-- end
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end
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SetSizeDeltaX(self.item_con, #cfg.reward * x_offset)
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end
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function CSGWarRewardItem:SetData( data,index )
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self.data = data
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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 CSGWarRewardItem:__delete( )
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for i,v in ipairs(self.item_list) do
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UIObjPool:PushItem(UIObjPool.UIType.AwardItem, v)
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v = nil
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end
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self.item_list = {}
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end
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