local baseCell = autoImport("BaseCell"); RoleEquipStrengthCell = class("RoleEquipStrengthCell",baseCell); function RoleEquipStrengthCell:Init() self:FindObjs() self.levelDesc.text = ZhString.RoleEquipStrengthCell_StrengthLv; self:AddBtnListener() end function RoleEquipStrengthCell:FindObjs() self.bg = self.gameObject:GetComponent(UIMultiSprite) self.icon = self:FindGO("Icon"):GetComponent(UISprite) self.iconName = self:FindGO("IconName"):GetComponent(UILabel) self.levelDesc = self:FindGO("LevelDesc"):GetComponent(UILabel) self.level = self:FindGO("Level"):GetComponent(UILabel) self.effect = self:FindGO("Effect"):GetComponent(UILabel) self.quality = self:FindChild("Quality"):GetComponent(GradientUISprite); end function RoleEquipStrengthCell:SetIconName(name) self.iconName.text = name end function RoleEquipStrengthCell:Select() self.bg.CurrentState = 1 end function RoleEquipStrengthCell:UnSelect() self.bg.CurrentState = 0 end function RoleEquipStrengthCell:AddBtnListener() self:SetEvent(self.gameObject,function () self:DispatchEvent(MouseEvent.MouseClick) end) end function RoleEquipStrengthCell:SetData(data) self.data = data if(not self.data) then self:EmptyCell() else self:UpdataCell() end end function RoleEquipStrengthCell:EmptyCell() self:Hide(self.icon.gameObject) self:Hide(self.levelDesc.gameObject) self:Hide(self.effect.gameObject) self:Hide(self.quality.gameObject) self:Show(self.iconName.gameObject) self.level.text = ZhString.RoleEquipStrengthCell_NoEquip; end function RoleEquipStrengthCell:UpdataCell() self:Show(self.icon.gameObject) self:Show(self.levelDesc.gameObject) self:Show(self.effect.gameObject) self:Show(self.quality.gameObject) self:Hide(self.iconName.gameObject) IconManager:SetItemIcon(self.data.staticData.Icon, self.icon) self.icon:MakePixelPerfect() self.icon.transform.localScale = Vector3(0.8,0.8,1) self:UpdateQuality() self:UpdateLevel() end function RoleEquipStrengthCell:UpdateQuality() local qInt = self.data.staticData.Quality; local color = CustomColor.ItemFrameColor[qInt]; -- self.quality.gameObject:SetActive(false); self.quality.gradientTop = color; end function RoleEquipStrengthCell:UpdateLevel() local curLv = self.data.equipInfo.strengthlv local max = BlackSmithProxy.Instance:MaxStrengthLevel(self.data) self.level.text = curLv.."/"..max self.effect.text = self.data.equipInfo:StrengthInfo() end