autoImport("BaseItemCell"); EquipAlchemyMakeCell = class("EquipAlchemyMakeCell", BaseItemCell) function EquipAlchemyMakeCell:Init() self.itemCell = self:LoadPreferb_ByFullPath(ResourcePathHelper.UICell("ItemCell"), self.gameObject); EquipAlchemyMakeCell.super.Init(self); self.chooseSymbol = self:FindGO("ChooseSymbol"); self:AddCellClickEvent(); end function EquipAlchemyMakeCell:SetMinDepth(minDepth) local widgets = GameObjectUtil.Instance:GetAllComponentsInChildren(self.gameObject, UIWidget, true) for i=1,#widgets do widgets[i].depth = minDepth + widgets[i].depth; end end function EquipAlchemyMakeCell:SetData(data) if(data)then self.gameObject:SetActive(true); if(self.itemData == nil)then self.itemData = ItemData.new("AlchemyMake", data.ProductId); else self.itemData:ResetData("AlchemyMake", data.ProductId); end EquipAlchemyMakeCell.super.SetData(self, self.itemData); self.data = data; self:UpdateChoose(); else self.gameObject:SetActive(false); end end function EquipAlchemyMakeCell:SetChooseId(chooseId) self.chooseId = chooseId; self:UpdateChoose(); end function EquipAlchemyMakeCell:UpdateChoose() local dataid = self.data and self.data.id; if(dataid and dataid == self.chooseId)then self.chooseSymbol:SetActive(true); else self.chooseSymbol:SetActive(false); end end