//#region 文件引入 import { _decorator, Button, Component, Label, Node, sp, Sprite,Animation, RichText, SpriteFrame } from "cc"; import BaseUIForm from "../../Mgr_UI/BaseUIForm"; import UIParse from "../../Mgr_UI/UIParse"; import { Global } from "../../Global"; import { GameTotalType } from "../../const/GameEnum"; import { IData } from "../../const/GameInterface"; //#endregion 文件引入 const {ccclass, property,menu} = _decorator; @ccclass("needItem_Proxy") export default class needItem_Proxy extends UIParse{ //#region 节点自动生成 @property(Sprite) spr_bg: Sprite = null; @property(Sprite) spr_icon: Sprite = null; @property(Label) lab_name: Label = null; @property(RichText) ric_num: RichText = null; @property(Label) lab_unlock: Label = null; //#endregion 节点自动生成 @property({type:[SpriteFrame]}) protected mBgs: SpriteFrame[] = []; onButtonClick(button:Button){ /**点击事件触发*/ switch (button) { default: ConsoleEx.Log(button); break; } } setData(data: {id:number, value:number}){ const itemcfg = Global.CsvMgr.Items_csv[data.id]; if(itemcfg){ const iData:IData = { type: GameTotalType.ITEM, id: data.id, num:0, } this.spr_bg.spriteFrame = this.mBgs[itemcfg.quality - 1]; CNodeUtils.SwitchTextureByData(this.spr_icon, iData); CNodeUtils.switchTextByQuality(this.lab_name, itemcfg.name, itemcfg.quality); const itemnum = this.mDataMgr.Bag.getItemCount(data.id); const strnum = itemnum >= data.value ? `(${itemnum}/${data.value})` : `(${itemnum}/${data.value})`; CNodeUtils.switchRichText(this.ric_num, strnum); const islock = itemcfg.unlock > 0 && itemcfg.unlock < 999 && this.mDataMgr.Shop.data.level < itemcfg.unlock; CNodeUtils.switchText(this.lab_unlock, islock? `${itemcfg.unlock}级商店有售` : ""); } } }