local SoldierAddBuffItemCtrl = class("SoldierAddBuffItemCtrl", BaseCtrl) SoldierAddBuffItemCtrl._mapNodeConfig = { btnItem = { sComponentName = "UIButton", callback = "OnBtnClick_Select" }, TextDes = {sComponentName = "TMP_Text"}, TextName = {sComponentName = "TMP_Text"}, imgIcon = {sComponentName = "Image"}, btnConfirm = { sComponentName = "UIButton", callback = "OnBtnClick_Confirm" }, txtConfirm = { sComponentName = "TMP_Text", sLanguageId = "Avg_Btn_Select" }, AnimRoot = {sComponentName = "Animator"}, BgNormal = {sComponentName = "Image"}, imgbg_copper = {}, imgbg_silver = {}, imgbg_gold = {} } SoldierAddBuffItemCtrl._mapEventConfig = {} SoldierAddBuffItemCtrl._mapRedDotConfig = {} function SoldierAddBuffItemCtrl:Awake() end function SoldierAddBuffItemCtrl:OnEnable() self._bSelected = nil end function SoldierAddBuffItemCtrl:OnDisable() if self.timerBtnConfirm ~= nil then self.timerBtnConfirm:Cancel() self.timerBtnConfirm = nil end end function SoldierAddBuffItemCtrl:SetSelectCallback(obj, fn) self._objSelectCallback = obj self._fnSelectCallback = fn end function SoldierAddBuffItemCtrl:OnBtnClick_Refresh() if self._fnRefreshCallback ~= nil then self._fnRefreshCallback(self._objRefreshCallback, self._nIndex) end end function SoldierAddBuffItemCtrl:SetItemData(tbItem) self._nCardId = tbItem.id or -1 self._nIndex = tbItem.index or 0 self._mapNode.btnConfirm.gameObject:SetActive(false) local cfg = ConfigTable.GetData("SoldierStrategyCard", self._nCardId) if cfg == nil then return end self:_SetIcon(cfg.Icon) NovaAPI.SetTMPText(self._mapNode.TextName, cfg.Name or "") NovaAPI.SetTMPText(self._mapNode.TextDes, cfg.Des or "") NovaAPI.SetTMPText(self._mapNode.TextRefreshCount, tostring(self._nRefreshCount)) self:SetPngSprite(self._mapNode.BgNormal, "Icon/SoldierOtherIcon/" .. AllEnum.SoldierStrategyCardRarityIcon[cfg.Rarity] .. AllEnum.SoldierChessIconSurfix.L) self._mapNode.imgbg_gold:SetActive(cfg.Rarity == GameEnum.itemRarity.R) self._mapNode.imgbg_silver:SetActive(cfg.Rarity == GameEnum.itemRarity.M) self._mapNode.imgbg_copper:SetActive(cfg.Rarity == GameEnum.itemRarity.N) end function SoldierAddBuffItemCtrl:GetCardId() return self._nCardId end function SoldierAddBuffItemCtrl:GetIndex() return self._nIndex end function SoldierAddBuffItemCtrl:SetSelected(bSelected) if self.timerBtnConfirm ~= nil then self.timerBtnConfirm:Cancel() self.timerBtnConfirm = nil end local sSwitchAnimName = "" if bSelected == true then self._mapNode.btnConfirm.gameObject:SetActive(bSelected) sSwitchAnimName = "BuffItem_up" elseif self._bSelected == true then sSwitchAnimName = "BuffItem_down" local nAnimLength = NovaAPI.GetAnimClipLength(self._mapNode.AnimRoot, sSwitchAnimName) self.timerBtnConfirm = self:AddTimer(1, nAnimLength, function() self._mapNode.btnConfirm.gameObject:SetActive(false) end, true, true, true) elseif self._bSelected == false then self._mapNode.btnConfirm.gameObject:SetActive(false) end if sSwitchAnimName ~= "" then self._mapNode.AnimRoot:Play(sSwitchAnimName) end self._bSelected = bSelected == true end function SoldierAddBuffItemCtrl:IsSelected() return self._bSelected end function SoldierAddBuffItemCtrl:_SetIcon(sIconPath) if self._mapNode.imgIcon == nil then return end if sIconPath ~= nil and sIconPath ~= "" then self:SetPngSprite(self._mapNode.imgIcon, "Icon/SoldierBuffCard/" .. sIconPath) self._mapNode.imgIcon.gameObject:SetActive(true) else self._mapNode.imgIcon.gameObject:SetActive(false) end end function SoldierAddBuffItemCtrl:OnBtnClick_Select() EventManager.Hit("SoldierStrategySelect", self._nIndex, self._nCardId) end function SoldierAddBuffItemCtrl:OnBtnClick_Confirm() PlayerData.SoldierData:GetCurLevelData():SendCardSelect(self._nIndex, function() EventManager.Hit(EventId.ClosePanel, PanelId.SoldierBattleEventPanel) end) end return SoldierAddBuffItemCtrl