local EquipItemCtr = {} function EquipItemCtr:SetData(wnd, equipItem, logicData, enterType, onClickOwner, onClickCB, redPointStatus) local cfgId = logicData.cfgId == nil and logicData.Id or logicData.cfgId local num = logicData.num == nil and 0 or logicData.num local itemCfgData = ManagerContainer.CfgMgr:GetItemById(cfgId) local equipCfgData = ManagerContainer.CfgMgr:GetEquipById(cfgId) if not itemCfgData then LogError("在道具表中找不到该装备" .. cfgId) end if not equipCfgData then LogError("在装备表中找不到该装备" .. cfgId) end if itemCfgData.Icon and itemCfgData.Icon ~= '' then CommonUtil.LoadIcon(wnd, itemCfgData.Icon, function (sprite) equipItem.equip.image.sprite = sprite end) end local divide = Constant.Quality_Equip_Divide[equipCfgData.EquipLevel] local quality = divide[1] local qualitylv = divide[2] CommonUtil.LoadIcon(wnd, Constant.Quality_NatureBg_Icons[quality], function (sprite) equipItem.lvBG.image.sprite = sprite end) CommonUtil.LoadIcon(wnd, Constant.Quality_Frame_Icons[quality], function (sprite) equipItem.frame.image.sprite = sprite end) CommonUtil.LoadIcon(wnd, Constant.Quality_Equip_LV_Icons[qualitylv], function (sprite) equipItem.equipLv.image.sprite = sprite end) --equipItem.number.text.text = Constant.Quality_Equip_LV_Des[qualitylv] equipItem.num.text.text = tostring(num) equipItem.redPoint:SetActive(false) if Enum.ItemIEnterType.Bag == enterType then equipItem.textLV:SetActive(false) equipItem.num:SetActive(true) elseif Enum.ItemIEnterType.ItemTips == enterType then equipItem.textLV:SetActive(false) equipItem.num:SetActive(false) elseif Enum.ItemIEnterType.HeroEquip == enterType then equipItem.textLV:SetActive(false) equipItem.num:SetActive(false) equipItem.redPoint:SetActive(false) elseif Enum.ItemIEnterType.EquipForge == enterType then equipItem.textLV:SetActive(false) equipItem.num:SetActive(false) equipItem.redPoint:SetActive(redPointStatus) elseif Enum.ItemIEnterType.EquipForgePop == enterType then equipItem.textLV:SetActive(false) equipItem.num:SetActive(true) equipItem.redPoint:SetActive(false) else equipItem.textLV:SetActive(true) equipItem.num:SetActive(false) end if onClickOwner and onClickCB then equipItem.bg.button.interactable = true onClickOwner.uiBase:AddButtonUniqueEventListener(equipItem.bg.button, onClickOwner, onClickCB, logicData, equipItem) else equipItem.bg.button.interactable = false end end return EquipItemCtr