local FashionWearItemCtr = {} function FashionWearItemCtr:SetData(wnd, itemlua, logicData, enterType, onClickOwner, onClickCB) local isVaild = (logicData ~= nil) itemlua.icon:SetActive(isVaild) itemlua.bg:SetActive(isVaild) itemlua.frame:SetActive(isVaild) if not isVaild then itemlua.selected:SetActive(isVaild) itemlua.redPoint:SetActive(isVaild) return end local cfgId = logicData.cfgId local isNew = logicData.isNew or false local isWear = logicData.isWear or false local fashionCfgData = ManagerContainer.CfgMgr:GetFashionById(cfgId) local itemCfgData = ManagerContainer.CfgMgr:GetItemById(fashionCfgData.FashionPaper) if fashionCfgData.FashionIcon and fashionCfgData.FashionIcon ~= '' then CommonUtil.LoadIcon(wnd, fashionCfgData.FashionIcon, function (sprite) itemlua.icon.image.sprite = sprite end, itemlua, 'IconAsyncIdx') end CommonUtil.LoadIcon(wnd, Constant.Quality_Frame_Icons[itemCfgData.Quality], function (sprite) itemlua.frame.image.sprite = sprite end, itemlua, 'FrameAsyncIdx') itemlua.selected:SetActive(isWear) itemlua.redPoint:SetActive(isNew) if onClickOwner and onClickCB then itemlua.bg.button.interactable = true onClickOwner.uiBase:AddButtonUniqueEventListener(itemlua.bg.button, onClickOwner, onClickCB, logicData) else itemlua.bg.button.interactable = false end end return FashionWearItemCtr