SceneDropNameCell = reusableClass("SceneDropNameCell"); SceneDropNameCell.PoolSize = 20; SceneDropNameCell.ResID = ResourcePathHelper.UICell("SceneDropNameCell") -- override begin local offset = LuaVector3(); local Vector3One = LuaGeometry.Const_V3_one local Qua_identity = LuaGeometry.Const_Qua_identity function SceneDropNameCell:DoConstruct(asArray, item) local container = SceneUIManager.Instance:GetSceneUIContainer(SceneUIType.DropItemName); self.gameObject = Game.AssetManager_UI:CreateSceneUIAsset(SceneDropNameCell.ResID, container); self.gameObject.transform.localRotation = Qua_identity; self.gameObject.transform.localScale = Vector3One; offset:Set(0, -0.17, 0); item:Client_RegisterFollow(self.gameObject.transform, offset); local namelab = GameObjectUtil.Instance:DeepFind(self.gameObject, "Name"):GetComponent(UILabel); local refinelv = item.refinelv; local sdata = item.staticData; if(sdata)then if(refinelv and refinelv>0)then namelab.text = string.format("%s+%s%s[-]", ItemQualityColor[sdata.Quality], refinelv, sdata.NameZh); else namelab.text = string.format("%s%s[-]", ItemQualityColor[sdata.Quality], sdata.NameZh); end end end function SceneDropNameCell:DoDeconstruct(asArray) if(not LuaGameObject.ObjectIsNull(self.gameObject))then Game.TransformFollowManager:UnregisterFollow(self.gameObject.transform) Game.GOLuaPoolManager:AddToSceneUIPool(SceneDropNameCell.ResID, self.gameObject) end self.gameObject = nil; end -- override end