local UIEquipListCtr = class("UIEquipListCtr", require("UICtrBase")) function UIEquipListCtr:Init(view) self.view = view end function UIEquipListCtr:SetData(data) self.data = data self.asyncIdx = 0 end function UIEquipListCtr:GetAsyncIdx() self.asyncIdx = self.asyncIdx + 1 return self.asyncIdx end function UIEquipListCtr:GetData() return self.data end -- 获得道具配置id function UIEquipListCtr:GetCfgId() return self.data[1].cfgId end function UIEquipListCtr:GetLogicData() return self.data[1].logicData end function UIEquipListCtr:GetSlotIndex() return self.data[1].slotIndex end function UIEquipListCtr:GetSlotType() return self.data[1].slotType end function UIEquipListCtr:GetCallBackOwner() return self.data[1].cbOwner end function UIEquipListCtr:GetJobType() return self.data[1].jobType end function UIEquipListCtr:GetCallBack() return self.data[1].cb end function UIEquipListCtr:GetCallBack1() return self.data[1].cb1 end function UIEquipListCtr:GetEnterType() return self.data[2] end function UIEquipListCtr:GetFilterSkillEquips() local jobType = self:GetJobType() local skillEquipDatas = ManagerContainer.DataMgr.SkillEquipData:GetSkillEquips() if skillEquipDatas then CommonUtil.ArraySortSelections(skillEquipDatas, Enum.TableSortRule.Down, "starLv", "quality", "maxStarLv", "cfgId") end return skillEquipDatas end function UIEquipListCtr:OnDispose() self.data = nil self.view = nil end return UIEquipListCtr