local TemplateDiscLimitCtrl = class("TemplateDiscLimitCtrl", BaseCtrl) TemplateDiscLimitCtrl._mapNodeConfig = { tbCurrentLimit = { sNodeName = "imgDiscLimit", nCount = 6, sComponentName = "Image" }, tbNextLimit = { sNodeName = "imgDiscUpgrade", nCount = 6, sComponentName = "RectTransform" } } TemplateDiscLimitCtrl._mapEventConfig = {} function TemplateDiscLimitCtrl:SetLimit(nCurrentLimit, nNextLimit, nDiscRarity) if nNextLimit <= nCurrentLimit then nNextLimit = 0 end for i = 1, 6 do self._mapNode.tbCurrentLimit[i].gameObject:SetActive(i <= nCurrentLimit or i == 1) self:SetAtlasSprite(self._mapNode.tbCurrentLimit[i], "12_rare", AllEnum.FrameType_New.DiscLimitL .. AllEnum.FrameColor_New[nDiscRarity]) local imgDiscUpgrade = self._mapNode.tbNextLimit[i]:GetChild(0):GetComponent("Image") imgDiscUpgrade.gameObject:SetActive(nCurrentLimit < i and i <= nNextLimit) self:SetAtlasSprite(imgDiscUpgrade, "12_rare", AllEnum.FrameType_New.DiscLimitL .. AllEnum.FrameColor_New[nDiscRarity]) end end return TemplateDiscLimitCtrl