local VampireLevelSelect_talent_iconGridCtrl = class("VampireLevelSelect_talent_iconGridCtrl", BaseCtrl)
VampireLevelSelect_talent_iconGridCtrl._mapNodeConfig = {
	Node = {
		sNodeName = "imgTalentBg_",
		nCount = 3
	},
	anim = {
		sNodeName = "imgTalentBg_1",
		sComponentName = "Animator"
	},
	Icon = {
		sComponentName = "Image",
		sNodeName = "imgCurTalentIcon_",
		nCount = 3
	},
	imgSelect = {}
}
VampireLevelSelect_talent_iconGridCtrl._mapEventConfig = {}
VampireLevelSelect_talent_iconGridCtrl._mapRedDotConfig = {}
function VampireLevelSelect_talent_iconGridCtrl:SetTalent(nId)
	self.nTalentId = nId
	local mapTalent = ConfigTable.GetData("VampireTalent", nId)
	if mapTalent ~= nil then
		self:SetPngSprite(self._mapNode.Icon[1], mapTalent.Icon)
		self:SetPngSprite(self._mapNode.Icon[2], mapTalent.Icon)
		self:SetPngSprite(self._mapNode.Icon[3], mapTalent.Icon)
	end
end
function VampireLevelSelect_talent_iconGridCtrl:SetState(nState)
	self._mapNode.Node[1]:SetActive(nState == 1)
	self._mapNode.Node[2]:SetActive(nState == 2)
	self._mapNode.Node[3]:SetActive(nState == 3)
end
function VampireLevelSelect_talent_iconGridCtrl:SetSelect(bSelect)
	self._mapNode.imgSelect:SetActive(bSelect)
end
function VampireLevelSelect_talent_iconGridCtrl:PlayActiveAnim()
	local wait = function()
		coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
		self._mapNode.anim:Play("VampireTalentBg_in")
	end
	cs_coroutine.start(wait)
end
return VampireLevelSelect_talent_iconGridCtrl
