local RoleMessageHeadCtr = {} local IconItemCtr = require("Common/IconItemCtr") local iconItemName = "IconItem"; function RoleMessageHeadCtr:SetData(_wnd, _item, _data, onClickOwner, onClickCB) local _logicData = _data._iconItemData; _item.headItem.frame.gameObject:SetActive(self._isLeader); _item.headItem.headFrame.gameObject:SetActive(not self._isLeader); local _isHero = _logicData.strengthLevel == Constant.MainPlayerStrengthLevel local _fakerData = {Level = _logicData.num, ProfessionIcon = _data._jobICon, HeadIcon = _data._headIcon, StrengthLevel = _logicData.strengthLevel, IsHero = _isHero }; CommonUtil.SetPlayerHeadAndFrame(_wnd, _item.headItem, _fakerData,false, _logicData.headFrameId, onClickOwner, onClickCB, _data.sortIndex); --local _lua = CommonUtil.BindGridViewItem2Lua(self, iconItemName, _item.iconItem.gameObject); --IconItemCtr:SetData(_wnd, _lua, _logicData, Enum.ItemIEnterType.Partner, onClickOwner, onClickCB); --[[ if _data._iconItemData.isLeader then CommonUtil.LoadIcon(_wnd, _data._iconItemData.leaderIcon, function (sprite) _item.headItem.head.image.sprite = sprite end) end]]-- --主角默认选中 _item.checkMark.gameObject:SetActive(false); --修改数量显示,IconItemCtr显示的数量前边没有LV. --_lua.num.text.text = "Lv."..tostring(_logicData.num); --设置是否上阵,和主角标签的显示 _item.leaderTag.gameObject:SetActive(_data._isLeader); _item.battleTag.gameObject:SetActive(_data._isBattle); --[[ _item.job.gameObject:SetActive(_data._isLeader); if _data._isLeader then local iconAsyncIdx = CommonUtil.GetAsyncIdx(_wnd, _item, 'IconJob') CommonUtil.LoadIcon(_data._leaderJobIcon, function (sprite) _item.job.image.sprite = sprite end, _wnd.uiData.id, iconAsyncIdx) end]]-- end return RoleMessageHeadCtr