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- 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
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