//#region 文件引入 import { _decorator, Button, Component, Label, Node, sp, Sprite,Animation, RichText, SpriteFrame } from "cc"; import UIParse from "../../Mgr_UI/UIParse"; import { IData, IItemsData } from "../../const/GameInterface"; import { IItems } from "../../Mgr_CSV/CsvEnum"; import { GameTotalType, ITEM_TYPE } from "../../const/GameEnum"; //#endregion 文件引入 const {ccclass, property,menu} = _decorator; @ccclass("BagListItem_Proxy") export default class BagListItem_Proxy extends UIParse{ //#region 节点自动生成 @property(Sprite) spr_bg: Sprite = null; @property(Sprite) spr_itembg: Sprite = null; @property(Sprite) spr_icon: Sprite = null; @property(sp.Skeleton) spi_redlight: sp.Skeleton = null; @property(Label) lab_type: Label = null; @property(Node) n_weared: Node = null; @property(Label) lab_Name: Label = null; @property(Node) n_red: Node = null; @property(Node) n_merge: Node = null; //#endregion 节点自动生成 @property(SpriteFrame) protected mShow: SpriteFrame; @property(SpriteFrame) protected mHide: SpriteFrame; private _isShow:boolean = false; @property({type:[SpriteFrame]}) protected mBgs: SpriteFrame[] = []; onButtonClick(button:Button){ /**点击事件触发*/ switch (button) { default: ConsoleEx.Log(button); break; } } setShow(isShow: boolean) { if (this._isShow == isShow) { return; } this._isShow = isShow; this.spr_bg.spriteFrame = this._isShow ? this.mShow : this.mHide; // CNodeUtils.setActive(this.n_Select, isShow); } setInfo(cfg: IItems, item: IItemsData){ const itemname = cfg.type == (ITEM_TYPE.WUGONG || ITEM_TYPE.PAINTING) ? ("《" + cfg.name + "》") : cfg.name; CNodeUtils.switchTextByQuality(this.lab_Name, itemname, cfg.quality); CNodeUtils.switchText(this.lab_type, cfg.typeName); CNodeUtils.setActive(this.n_red, item.isnew); CNodeUtils.setActive(this.n_weared, item.weared); // 显示合并图标 const canmerge = this.mDataMgr.Bag.checkBookCanMerge(cfg); CNodeUtils.setActive(this.n_merge, canmerge); // 道具图片 this.spr_itembg.spriteFrame = this.mBgs[cfg.quality - 1]; const iData:IData = { type: GameTotalType.ITEM, id: item.id, num:1, } CNodeUtils.SwitchTextureByData(this.spr_icon, iData); // 品质特效 // if(cfg.quality === 6){ // CNodeUtils.setActive(this.spi_redlight, true); // this.spi_redlight.setAnimation(0, "idle", true); // }else{ // CNodeUtils.setActive(this.spi_redlight, false); // } } setNew(isNew: boolean) { CNodeUtils.setActive(this.n_red, isNew); } }