autoImport("BaseItemCell"); EquipAlchemyItemCell = class("EquipAlchemyItemCell", BaseItemCell) function EquipAlchemyItemCell:Init() self.itemCell = self:LoadPreferb_ByFullPath(ResourcePathHelper.UICell("ItemCell"), self.gameObject); EquipAlchemyItemCell.super.Init(self); self.countRange = self:FindComponent("CountRange", UILabel); end function EquipAlchemyItemCell: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 EquipAlchemyItemCell:SetData(data) if(data)then self.gameObject:SetActive(true); if(self.itemData == nil)then self.itemData = ItemData.new("Alchemy", data.ProductId); else self.itemData:ResetData("Alchemy", data.ProductId); end EquipAlchemyItemCell.super.SetData(self, self.itemData); self.data = data; self.countRange.text = data.Count[1] .. "~" .. data.Count[2]; else self.gameObject:SetActive(false); end end