local baseCell = autoImport("BaseCell") MainViewAimMonsterCell = class("MainViewAimMonsterCell", baseCell) MainViewAimMonsterCellEvent = { ValueChange = "MainViewAimMonsterCellEvent_ValueChange", BossCellHasSet = "MainViewAimMonsterCellEvent_BossCellHasSet" } function MainViewAimMonsterCell:Init() self:FindObjs() self:InitShow() self:AddCellClickEvent() end function MainViewAimMonsterCell:FindObjs() self.icon = self:FindGO("Icon"):GetComponent(UISprite) self.name = self:FindGO("Name"):GetComponent(UILabel) self.level = self:FindGO("Level"):GetComponent(UILabel) self.choose = self:FindComponent("choose", UIToggle); self.all = self:FindGO("All") end function MainViewAimMonsterCell:InitShow() -- body end function MainViewAimMonsterCell:SetData(data) self.data = data self.gameObject:SetActive( data ~= nil ) if data then local id = data:GetId() if id == 0 then self.all:SetActive(true) self.level.gameObject:SetActive(false) self.name.gameObject:SetActive(false) self.icon.gameObject:SetActive(false) self.choose.gameObject:SetActive(false); else self.all:SetActive(false) self.level.gameObject:SetActive(true) self.name.gameObject:SetActive(true) self.choose.gameObject:SetActive(true); local monster = Table_Monster[id] local boss = Table_Boss[id] if monster then self.level.text = "Lv."..data:GetLevel() self.name.text = monster.NameZh local symbolName if monster.Type == "MVP" then symbolName = "map_mvpboss" elseif monster.Type == "MINI" then symbolName = "map_miniboss" end if boss and boss.Type == 3 then symbolName = "ui_mvp_dead11_JM" end if symbolName then IconManager:SetMapIcon(symbolName , self.icon) self.icon.gameObject:SetActive(true) EventManager.Me():PassEvent(MainViewAimMonsterCellEvent.BossCellHasSet, id) else self.icon.gameObject:SetActive(false) end end end end end function MainViewAimMonsterCell:GetChooseValue() return self.choose.value; end function MainViewAimMonsterCell:SetChoose(isChoose) self.choose.value = isChoose; end