41 lines
1.6 KiB
Lua
41 lines
1.6 KiB
Lua
local AttrNodeCell = class("AttrNodeCell", BaseCell)
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local ATTR_CELL = "app/ui/hero/cell/attr_cell"
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local ATTR_CELL_PATH = "assets/prefabs/ui/hero/cell/attr_cell.prefab"
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function AttrNodeCell:init()
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local uiMap = self:getUIMap()
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self.txTitle = uiMap["total_node.tx_title"]
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self.itemsRoot = uiMap["total_node.items"]
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end
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function AttrNodeCell:refresh(heroEntity, node)
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if node == GConst.HeroConst.ATTR_SHOW_TOTAL then
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self.txTitle:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_13))
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elseif node == GConst.HeroConst.ATTR_SHOW_BASE then
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self.txTitle:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_14))
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elseif node == GConst.HeroConst.ATTR_SHOW_WEAPON then
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self.txTitle:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_15))
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elseif node == GConst.HeroConst.ATTR_SHOW_ARMOR then
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self.txTitle:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_16))
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elseif node == GConst.HeroConst.ATTR_SHOW_SKIN then
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self.txTitle:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_17))
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end
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self.attrCount = 0
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for index, attr in ipairs(node) do
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if node ~= GConst.HeroConst.ATTR_SHOW_SKIN or DataManager.SkinData:hasAttr(heroEntity:getCfgId(), attr[heroEntity:getMatchType()]) then
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self.attrCount = self.attrCount + 1
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CellManager:loadCellAsync(ATTR_CELL_PATH, ATTR_CELL, self.itemsRoot, function(cell)
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cell:refresh(heroEntity, node, attr)
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end)
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end
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end
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end
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--获取节点显示属性个数
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function AttrNodeCell:getShowAttrCount()
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return self.attrCount
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end
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return AttrNodeCell |