local FateCardBookItemCtrl = class("FateCardBookItemCtrl", BaseCtrl)
FateCardBookItemCtrl._mapNodeConfig = {
	goLock = {},
	goNormal = {},
	imgFateCard = {sComponentName = "Image"},
	txtFateCardName = {sComponentName = "TMP_Text"},
	imgCollect = {},
	imgUnCollect = {},
	imgUnlock = {},
	txtCollect = {
		sComponentName = "TMP_Text",
		sLanguageId = "StarTower_Book_Collect"
	},
	txtUnCollect = {
		sComponentName = "TMP_Text",
		sLanguageId = "StarTower_Book_UnCollect"
	},
	txtUnlock = {
		sComponentName = "TMP_Text",
		sLanguageId = "StarTower_Book_Lock"
	},
	imgMask = {},
	redDotCard = {},
	animCard = {sNodeName = "goNormal", sComponentName = "Animator"}
}
FateCardBookItemCtrl._mapEventConfig = {}
FateCardBookItemCtrl._mapRedDotConfig = {}
function FateCardBookItemCtrl:InitItem(nId, nStatus)
	self.nId = nId
	local itemCfg = ConfigTable.GetData_Item(nId)
	local fateCardCfg = ConfigTable.GetData("FateCard", nId)
	if fateCardCfg == nil or itemCfg == nil then
		return
	end
	local fateCardBookCfg = ConfigTable.GetData("StarTowerBookFateCard", nId)
	if fateCardBookCfg == nil then
		return
	end
	local sFrame = AllEnum.FrameType_New.StarTowerFateCard .. AllEnum.FrameColor_New[itemCfg.Rarity]
	self:SetPngSprite(self._mapNode.imgFateCard, string.gsub(itemCfg.Icon, "_L_", "_S_"))
	NovaAPI.SetTMPText(self._mapNode.txtFateCardName, fateCardCfg.Name)
	self._mapNode.imgCollect.gameObject:SetActive(nStatus == AllEnum.FateCardBookStatus.Collect)
	self._mapNode.imgUnCollect.gameObject:SetActive(nStatus == AllEnum.FateCardBookStatus.UnLock)
	self._mapNode.imgUnlock.gameObject:SetActive(nStatus == AllEnum.FateCardBookStatus.Lock)
	self._mapNode.goLock.gameObject:SetActive(nStatus == AllEnum.FateCardBookStatus.Lock)
	self._mapNode.goNormal.gameObject:SetActive(nStatus ~= AllEnum.FateCardBookStatus.Lock)
	self._mapNode.imgMask.gameObject:SetActive(nStatus == AllEnum.FateCardBookStatus.UnLock)
end
function FateCardBookItemCtrl:RegisterRedDot()
	if self.nId then
		RedDotManager.RegisterNode(RedDotDefine.StarTowerBook_FateCard_New, self.nId, self._mapNode.redDotCard)
	end
end
function FateCardBookItemCtrl:UnRegisterRedDot()
end
function FateCardBookItemCtrl:PlayClickAnim(bClick)
	if bClick then
		self._mapNode.animCard:Play("CardBookItem_in")
	else
		self._mapNode.animCard:Play("CardBookItem_out")
	end
end
return FateCardBookItemCtrl
