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- 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
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