local DepotFateCardItemCtrl = class("DepotFateCardItemCtrl", BaseCtrl)
DepotFateCardItemCtrl._mapNodeConfig = {
	imgRare = {sComponentName = "Image"},
	imgIcon = {sComponentName = "Image"},
	txtCount = {sComponentName = "TMP_Text"},
	imgChoose = {},
	imgUnable = {},
	txtUnable = {
		sComponentName = "TMP_Text",
		sLanguageId = "StarTower_FateCard_Unable"
	},
	ImgMark = {}
}
DepotFateCardItemCtrl._mapEventConfig = {}
DepotFateCardItemCtrl._mapRedDotConfig = {}
function DepotFateCardItemCtrl:InitFateCard(nId, nTime, bEx)
	self.nId = nId
	local itemCfg = ConfigTable.GetData_Item(nId)
	if nil == itemCfg then
		printError(string.format("获取Item表格配置失败！！！id = [%s]", nId))
		return
	end
	local sFrame = AllEnum.FrameType_New.FateCardS .. AllEnum.FrameColor_New[itemCfg.Rarity]
	self:SetAtlasSprite(self._mapNode.imgRare, "12_rare", sFrame)
	self:SetPngSprite(self._mapNode.imgIcon, itemCfg.Icon2)
	self._mapNode.imgUnable.gameObject:SetActive(nTime == 0)
	self._mapNode.txtCount.gameObject:SetActive(false)
	self._mapNode.imgChoose.gameObject:SetActive(false)
	self._mapNode.ImgMark:SetActive(bEx)
end
function DepotFateCardItemCtrl:SetChoose(bChoose)
	self._mapNode.imgChoose.gameObject:SetActive(bChoose)
end
function DepotFateCardItemCtrl:Awake()
end
function DepotFateCardItemCtrl:FadeIn()
end
function DepotFateCardItemCtrl:FadeOut()
end
function DepotFateCardItemCtrl:OnEnable()
end
function DepotFateCardItemCtrl:OnDisable()
end
function DepotFateCardItemCtrl:OnDestroy()
end
function DepotFateCardItemCtrl:OnRelease()
end
function DepotFateCardItemCtrl:OnBtnClick_AAA()
end
function DepotFateCardItemCtrl:OnEvent_AAA()
end
return DepotFateCardItemCtrl
