local SummonOddsCell = class("SummonOddsCell", BaseCell) function SummonOddsCell:init() local uiMap = self:getUIMap() self.oddImg = uiMap["cell.odd_img"] self.descTx = uiMap["cell.odd_img.desc_tx"] self.oddsImgTx = uiMap["cell.odd_img.odds_tx"] self.icon = uiMap["cell.odd_img.icon"] self.oddDescBg = uiMap["cell.odd_desc_bg"] self.oddsDescTx = uiMap["cell.odd_desc_bg.odds_tx"] self.forceIcons = { "battle_gamble_icon_5", "battle_gamble_icon_1", "battle_gamble_icon_2", "battle_gamble_icon_3", "battle_gamble_icon_6", } end function SummonOddsCell:refresh(info) if info.idx then self.oddImg:setVisible(false) self.oddDescBg:setVisible(true) if info.idx == 1 then self.oddsDescTx:setText(I18N:getGlobalText(I18N.GlobalConst.SUMMON_FORCE_8)) else self.oddsDescTx:setText(I18N:getGlobalText(I18N.GlobalConst.SUMMON_FORCE_9)) end else self.oddImg:setVisible(true) self.oddDescBg:setVisible(false) if info.reward_type == 0 then -- self.icon:setSprite(GFunc.getForceRes(info.reward_id)) self.icon:setSprite(GConst.ATLAS_PATH.UI_BATTLE, self.forceIcons[info.reward_id]) self.descTx:setText(I18N:getGlobalText(I18N.GlobalConst["FORCE_QLT_DESC_" .. info.reward_id])) else self.icon:setSprite(GFunc.getIconRes(info.reward_id)) self.descTx:setText(I18N:getText("item", info.reward_id, "name") .. "x" .. (info.reward_num or 0)) end self.oddsImgTx:setText(((info.reward_odds or 0) / 100) .. "%") end end return SummonOddsCell