local TemplateEnemyElementCtrl = class("TemplateEnemyElementCtrl", BaseCtrl) local ElementColor = { [GameEnum.elementType.WE] = Color(0.3058823529411765, 0.6235294117647059, 0.8470588235294118), [GameEnum.elementType.FE] = Color(0.9372549019607843, 0.3215686274509804, 0.1803921568627451), [GameEnum.elementType.SE] = Color(0.6313725490196078, 0.403921568627451, 0.23921568627450981), [GameEnum.elementType.AE] = Color(0.5294117647058824, 0.7490196078431373, 0.06274509803921569), [GameEnum.elementType.LE] = Color(0.9529411764705882, 0.7098039215686275, 0.12941176470588237), [GameEnum.elementType.DE] = Color(0.6941176470588235, 0.37254901960784315, 0.6235294117647059) } TemplateEnemyElementCtrl._mapNodeConfig = { imgElementBg = {sComponentName = "Image"}, txtTitle = { sComponentName = "TMP_Text", sLanguageId = "T_Element_Weakness" }, imgElementIcon = {nCount = 3, sComponentName = "Image"} } TemplateEnemyElementCtrl._mapEventConfig = {} function TemplateEnemyElementCtrl:Refresh(tbEETList) for _, v in ipairs(self._mapNode.imgElementIcon) do v.gameObject:SetActive(false) end for k, nEET in ipairs(tbEETList) do if nil ~= nEET and 0 ~= nEET and nil ~= self._mapNode.imgElementIcon[k] then self._mapNode.imgElementIcon[k].gameObject:SetActive(true) local sName = AllEnum.ElementIconType.Icon .. nEET self:SetAtlasSprite(self._mapNode.imgElementIcon[k], "12_rare", sName) end end end return TemplateEnemyElementCtrl