autoImport("ItemCell"); AdventrueResearchItemCell = class("AdventrueResearchItemCell", ItemCell) function AdventrueResearchItemCell:Init() self.itemObj = self:LoadPreferb("cell/ItemCell", self.gameObject); self.itemObj.transform.localPosition = Vector3.zero AdventrueResearchItemCell.super.Init(self); self:AddCellClickEvent(); self.unlockCt = self:FindGO("unlockCt") self.BagChooseSymbol = self:FindGO("BagChooseSymbol") end function AdventrueResearchItemCell:setIsSelected( isSelected ) -- body if(self.isSelected ~= isSelected)then self.isSelected = isSelected if(isSelected)then self:Show(self.BagChooseSymbol) else self:Hide(self.BagChooseSymbol) end end end function AdventrueResearchItemCell:SetEvent(evtObj,event,hideSound) local hideType = {hideClickSound = true,hideClickEffect = true} self:AddClickEvent(evtObj,event,hideType) end function AdventrueResearchItemCell:SetData(data) self.data = data AdventrueResearchItemCell.super.SetData(self,data) self:Hide(self.unlockCt) self:Hide(self.invalid) self:setIsSelected(false) if(not data)then return end self:setIsSelected(data.isSelected) self.status = true if(data.type == SceneManual_pb.EMANUALTYPE_EQUIP)then self.status = AdventureDataProxy.Instance:checkEquipIsUnlock(self.data.staticId) elseif(data.type == SceneManual_pb.EMANUALTYPE_HAIRSTYLE or data.type == SceneManual_pb.EMANUALTYPE_ITEM)then self.status = AdventureDataProxy.Instance:checkShopItemIsUnlock(self.data.staticId) elseif(data.type == SceneManual_pb.EMANUALTYPE_MATE)then if(data.staticData.Icon and data.staticData.Icon ~= "")then self:Show(self.icon.gameObject) local sus = IconManager:SetFaceIcon(data.staticData.Icon,self.icon) if(not sus)then IconManager:SetFaceIcon("boli",self.icon) end self.icon:MakePixelPerfect(); -- self.icon.transform.localScale = Vector3(0.7,0.7,1) else self:Hide(self.icon.gameObject) end self.status = AdventureDataProxy.Instance:checkMercenaryCatIsUnlock(self.data:getCatId()) end self:setItemIsLock() end function AdventrueResearchItemCell:setItemIsLock( ) -- body if(self.status)then self:Hide(self.unlockCt) else self:Show(self.unlockCt) end end