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- local SlotItemCtr = {}
- local EquipItemCtr = require("Common/EquipItemCtr")
- local ConditionJudge = require("Common/ConditionJudge")
- local RedPointItemCtr = require("Common/RedPointItemCtr")
- function SlotItemCtr:SetData(wnd, item, logicData, onClickOwner, onClickCB, needPar)
- local isLeader = logicData[1]
- local logicData1 = logicData[2]
- local jobData = logicData[3]
- local slots = logicData[4]
- local slotIndex = logicData[5]
- local idx = logicData[6]
- item.mask:SetActive(not isLeader and not logicData1.owned)
- --item:SetActive(logicData1.isBattle)
- --if logicData1.isBattle then
- if slots == nil then
- item.cardPlus:SetActive(false)
- item.lv:SetActive(false)
- item.equipItem:SetActive(false)
- item.button:SetActive(true)
- item.cardPlus:SetActive(false)
- local slotDressRPStatus =
- isLeader and ManagerContainer.RedPointMgr.HeroRPCtr:GetHeroEquipDressRPStatusByIdx(idx)
- or ManagerContainer.RedPointMgr.HeroRPCtr:GetPartnerEquipDressRPStatusByIdAndIdx(logicData1.id, idx)
- item.redPointItem:SetActive((isLeader or logicData1.owned) and slotDressRPStatus ~= Enum.RedPointEnum.None)
- item.redPointItem.equipment:SetActive(slotDressRPStatus == Enum.RedPointEnum.EquipDressRP)
- local data = {cfgId = 0, num = 0, slotIndex = slotIndex, slotType = idx, cbOwner = wnd, cb = wnd.ChangeCurEquip, jobType = jobData.JobType}
- wnd.uiBase:AddButtonUniqueEventListener(item.button.button, onClickOwner, onClickCB, data)
- else
- item.equipItem:SetActive(idx <= #slots and slots[idx].equip_id > 0)
- local equipLua = item.equipItem
- item.button:SetActive(idx > #slots or slots[idx].equip_id == 0)
- local slotDressRPStatus = isLeader and ManagerContainer.RedPointMgr.HeroRPCtr:GetHeroEquipDressRPStatusByIdx(idx)
- or ManagerContainer.RedPointMgr.HeroRPCtr:GetPartnerEquipDressRPStatusByIdAndIdx(logicData1.id, idx)
- local slotRefineRPStatus = isLeader and ManagerContainer.RedPointMgr.HeroRPCtr:GetHeroEquipRefineRPStatusByIdx(idx)
- or ManagerContainer.RedPointMgr.HeroRPCtr:GetpartnerEquipRefineRPStatusByIdAndIdx(logicData1.id, idx)
- item.redPointItem:SetActive((isLeader or logicData1.owned) and (slotDressRPStatus ~= Enum.RedPointEnum.None or slotRefineRPStatus ~= Enum.RedPointEnum.None))
- item.redPointItem.equipment:SetActive(slotDressRPStatus == Enum.RedPointEnum.EquipDressRP)
- item.redPointItem.refine:SetActive(slotDressRPStatus == Enum.RedPointEnum.None and slotRefineRPStatus == Enum.RedPointEnum.EquipRefineRP)
- if needPar then
- item.par:SetActive(true)
- item.equipFx.uIParticle.cachedParticleSystem:Play(true)
- end
- item.lv:SetActive(idx <= #slots and slots[idx].level > 0)
- for j = 1, Constant.CARD_SLOT_LIMIT do
- item["slot"..j]:SetActive(false)
- item["card"..j]:SetActive(false)
- end
- local isOpened = false
- if idx <= #slots then
- for j = 1, Constant.CARD_SLOT_LIMIT do
- local id = slots[idx].card_id_list[j] or 0
- local condition = ManagerContainer.CfgMgr:GetCardUnlockConditionById(idx * 100 + j)
- if condition ~= nil then
- local result = ConditionJudge:ConditionPassResult1(condition.UnlockingCondition)
- item["slot"..j]:SetActive(result)
- item["card"..j]:SetActive(result and id > 0)
- if result then
- isOpened = true
- if id > 0 then
- local cardData = ManagerContainer.CfgMgr:GetCardDataById(id)
- CommonUtil.LoadIcon(wnd, Constant.Card_Quality_Icons[cardData.CardType], function (sprite)
- item["card"..j].image.sprite = sprite
- end)
- end
- end
- end
- end
- end
- item.cardPlus:SetActive(isOpened)
- if idx <= #slots and slots[idx].equip_id > 0 then
- item.lv.text.text = CommonUtil.StringConcat("+", slots[idx].level)
- local data = {cfgId = slots[idx].equip_id, num = 0, slotIndex = slotIndex, slotType = idx, cbOwner = wnd, cb = wnd.ChangeCurEquip, cb1 = wnd.PutOffCurEquip, jobType = jobData.JobType, canRefine = slotRefineRPStatus == Enum.RedPointEnum.EquipRefineRP}
- EquipItemCtr:SetData(wnd, equipLua,
- data,
- Enum.ItemIEnterType.HeroEquip,
- wnd,
- wnd.RefreshEquipTips)
- local equipCfgData = ManagerContainer.CfgMgr:GetEquipById(slots[idx].equip_id)
- local divide = Constant.Quality_Equip_Divide[equipCfgData.EquipLevel]
- local quality = divide[1]
- CommonUtil.LoadIcon(wnd, Constant.Quality_CardBg_Icons[quality], function (sprite)
- item.bgPlus.image.sprite = sprite
- end)
- else
- local data = {cfgId = 0, num = 0, slotIndex = slotIndex, slotType = idx, cbOwner = wnd, cb = wnd.ChangeCurEquip, jobType = jobData.JobType}
- wnd.uiBase:AddButtonUniqueEventListener(item.button.button, onClickOwner, onClickCB, data)
- CommonUtil.LoadIcon(wnd, Constant.Quality_CardBg_Default_Icon, function (sprite)
- item.bgPlus.image.sprite = sprite
- end)
- end
- end
- --end
- end
- return SlotItemCtr
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