local DiscSelectedMatCtrl = class("DiscSelectedMatCtrl", BaseCtrl) DiscSelectedMatCtrl._mapNodeConfig = { btnAdd = { sComponentName = "UIButton", callback = "OnBtnClick_Add" }, btnReduce = { sComponentName = "UIButton", callback = "OnBtnClick_Reduce" }, ctrlMat = { sNodeName = "tc_mat_grid_01", sCtrlName = "Game.UI.TemplateEx.TemplateMatGridCtrl" } } DiscSelectedMatCtrl._mapEventConfig = {} function DiscSelectedMatCtrl:Refresh(mapData) self.mapData = mapData self._mapNode.ctrlMat:RerfeshSelected(mapData) end function DiscSelectedMatCtrl:SetCount(nCount) self._mapNode.ctrlMat:SetSelectedCount(nCount) end function DiscSelectedMatCtrl:ReduceMat(btn) if btn.Operate_Type == 0 then self.mapData.nCost = 0 elseif btn.Operate_Type == 3 then return end self.mapData.nCost = 0 self._panel:ChangeMatList(self.mapData, true) EventManager.Hit("DiscChangeSelectedMat", true) EventManager.Hit("DiscChangeGridMat") end function DiscSelectedMatCtrl:Awake() end function DiscSelectedMatCtrl:OnEnable() end function DiscSelectedMatCtrl:OnDisable() end function DiscSelectedMatCtrl:OnDestroy() end function DiscSelectedMatCtrl:OnBtnClick_Add(btn) EventManager.Hit("DiscOpenMatList") end function DiscSelectedMatCtrl:OnBtnClick_Reduce(btn) self:ReduceMat(btn) end return DiscSelectedMatCtrl