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