EquipComposeItemCell = class("EquipComposeItemCell", ItemCell) function EquipComposeItemCell:Init() self:InitView() self:AddEvt() self:AddCellClickEvent() EquipComposeItemCell.super.Init(self); end function EquipComposeItemCell:InitView() self.chooseFlag = self:FindGO("Choose") self.itemObj = self:LoadPreferb("cell/ItemCell", self.gameObject) self.itemObj.transform.localPosition = Vector3.zero end function EquipComposeItemCell:AddEvt() self.tipData = {} self.tipData.funcConfig = {} local press = function(obj,state) if(state and self.data~=nil and self.data.itemdata ~=nil) then self.tipData.itemdata = self.data.itemdata TipManager.Instance:ShowItemFloatTip(self.tipData,self.icon,NGUIUtil.AnchorSide.Right,{210,-50}) else TipManager.Instance:CloseTip() end end self.longPress = self.gameObject:GetComponent(UILongPress) self.longPress.pressEvent = press end function EquipComposeItemCell:SetData(data) if data then EquipComposeItemCell.super.SetData(self, data.itemdata) self.data = data IconManager:SetUIIcon("icon_34", self.bg) self:Show(self.itemObj) else self.data = nil self:Hide(self.itemObj) end self:UpdateChoose() end function EquipComposeItemCell:SetChoose(chooseId) self.chooseId = chooseId self:UpdateChoose() end function EquipComposeItemCell:UpdateChoose() if(self.data and self.chooseId and self.data.composeID == self.chooseId)then self.chooseFlag:SetActive(true); else self.chooseFlag:SetActive(false); end end