大侠
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//#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 WuGongData from "../../const/WuGongData";
import RoleDataMgr from "../../Mgr_LocalData/RoleDataMgr";
import { EGongFaType } from "../../const/GameEnum";
import StringUtils from "../../ExUtils/StringUtils";
//#endregion 文件引入
const {ccclass, property,menu} = _decorator;
@ccclass("GFitem_Proxy")
export default class GFitem_Proxy extends UIParse{
//#region 节点自动生成
@property(Sprite)
spr_bg: Sprite = null;
@property(Node)
n_Select: Node = null;
@property(Node)
n_red: Node = null;
@property(Label)
lab_Name: Label = null;
//#endregion 节点自动生成
@property(SpriteFrame)
protected mShow: SpriteFrame;
@property(SpriteFrame)
protected mHide: SpriteFrame;
private _isShow:boolean = false;
onButtonClick(button:Button){
/**点击事件触发*/
switch (button) {
default:
ConsoleEx.Log(button);
break;
}
}
setInfo(wgdata: WuGongData){
CNodeUtils.switchTextByQuality(this.lab_Name, wgdata.config.name, wgdata.config.quality);
let isusing = false;
switch (wgdata.config.type) {
case EGongFaType.剑法:
case EGongFaType.刀法:
case EGongFaType.枪法:
isusing = RoleDataMgr.Ins.attackWuGong && RoleDataMgr.Ins.attackWuGong.id === wgdata.id;
break;
case EGongFaType.内功:
isusing = RoleDataMgr.Ins.defenseWuGong && RoleDataMgr.Ins.defenseWuGong.id === wgdata.id;
break;
case EGongFaType.轻功:
isusing = RoleDataMgr.Ins.speedWuGong && RoleDataMgr.Ins.speedWuGong.id === wgdata.id;
break;
default:
isusing = false
break;
}
CNodeUtils.setActive(this.n_Select, isusing);
}
setShow(isShow: boolean) {
if (this._isShow == isShow) { return; }
this._isShow = isShow;
this.spr_bg.spriteFrame = this._isShow ? this.mShow : this.mHide;
}
setRedPoint(isShow: boolean) {
CNodeUtils.setActive(this.n_red, isShow);
}
}