Initial version - 1.2.0.60
EN: 1.2.0.60 CN: 1.2.0.61 JP: 1.2.0.63 KR: 1.2.0.67
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local ConsumableSelectOutfitCtrl = class("ConsumableSelectOutfitCtrl", BaseCtrl)
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ConsumableSelectOutfitCtrl._mapNodeConfig = {
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imgOutfit = {sComponentName = "Image"},
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imgStar = {nCount = 5},
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imgSelect = {}
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}
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ConsumableSelectOutfitCtrl._mapEventConfig = {}
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ConsumableSelectOutfitCtrl._mapRedDotConfig = {}
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function ConsumableSelectOutfitCtrl:Awake()
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end
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function ConsumableSelectOutfitCtrl:FadeIn()
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end
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function ConsumableSelectOutfitCtrl:FadeOut()
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end
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function ConsumableSelectOutfitCtrl:OnEnable()
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end
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function ConsumableSelectOutfitCtrl:OnDisable()
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end
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function ConsumableSelectOutfitCtrl:OnDestroy()
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end
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function ConsumableSelectOutfitCtrl:OnRelease()
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end
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function ConsumableSelectOutfitCtrl:Refresh(nTid, bSelect)
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local mapOutfit = ConfigTable.GetData("Outfit", nTid)
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if mapOutfit == nil then
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self.gameObject:SetActive(false)
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printError("Outfit Data Missing:" .. nTid)
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return
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end
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local mapItemCfgData = ConfigTable.GetData_Item(nTid)
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if mapItemCfgData == nil then
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self.gameObject:SetActive(false)
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printError("Outfit Item Data Missing:" .. nTid)
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return
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end
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local sSpriteName = mapItemCfgData.Icon .. AllEnum.OutfitIconSurfix.OutInfo
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self:SetPngSprite(self._mapNode.imgOutfit, sSpriteName)
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local nRare = mapItemCfgData.Rarity
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for nIdx, objStar in ipairs(self._mapNode.imgStar) do
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objStar:SetActive(nIdx > 5 - nRare)
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end
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self._mapNode.imgSelect:SetActive(bSelect)
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end
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function ConsumableSelectOutfitCtrl:SetSelect(bSelect)
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self._mapNode.imgSelect:SetActive(bSelect)
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end
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return ConsumableSelectOutfitCtrl
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