AuctionItemCell = class("AuctionItemCell", ItemCell) function AuctionItemCell:Init() local obj = self:LoadPreferb("cell/ItemCell", self.gameObject) obj.transform.localPosition = Vector3.zero AuctionItemCell.super.Init(self) self:FindObjs() self:InitCell() self:AddCellClickEvent() end function AuctionItemCell:FindObjs() self.tweenScale = self.gameObject:GetComponent(TweenScale) self.widget = self.gameObject:GetComponent(UIWidget) self.redDot = self:FindGO("RedDot") self.result = self:FindGO("Result"):GetComponent(UIMultiSprite) end function AuctionItemCell:InitCell() self.result.isChangeSnap = false end function AuctionItemCell:SetData(data) self.gameObject:SetActive(data ~= nil) if data then AuctionItemCell.super.SetData(self, data:GetItemData()) self:ActiveNewTag(false) self:ShowRedDot(false) if data.result == AuctionItemState.Sucess then self.result.gameObject:SetActive(true) self.result.CurrentState = 0 elseif data.result == AuctionItemState.Fail then self.result.gameObject:SetActive(true) self.result.CurrentState = 1 else self.result.gameObject:SetActive(false) end end self.data = data end function AuctionItemCell:SetScale(isScale) if isScale then self.tweenScale:PlayForward() self.widget.alpha = 1 else self.tweenScale:PlayReverse() self.widget.alpha = 0.5 end end function AuctionItemCell:ShowRedDot(isShow) self.redDot:SetActive(isShow) end