local XUiGridExpeditionEquipment = XClass(nil, "XUiGridExpeditionEquipment") function XUiGridExpeditionEquipment:Ctor(ui, rootUi) self.GameObject = ui.gameObject self.Transform = ui.transform self.RootUi = rootUi XTool.InitUiObject(self) end function XUiGridExpeditionEquipment:Refresh(templateId, breakNum, level, resonanceCount) if self.RImgIcon then self.RImgIcon:SetRawImage(XDataCenter.EquipManager.GetEquipIconBagPath(templateId, breakNum), nil, true) end --通用的横条品质色 if self.ImgQuality then self.ImgQuality:SetSprite(XDataCenter.EquipManager.GetEquipQualityPath(templateId)) end if self.TxtName then self.TxtName.text = XDataCenter.EquipManager.GetEquipName(templateId) end if self.TxtLevel then self.TxtLevel.text = level end for i = 1, XEquipConfig.MAX_RESONANCE_SKILL_COUNT do local obj = self["ImgResonance" .. i] if obj then if XTool.IsNumberValid(resonanceCount) and resonanceCount >= i then local icon = XEquipConfig.GetEquipResoanceIconPath(true) self.RootUi:SetUiSprite(obj, icon) obj.gameObject:SetActiveEx(true) else obj.gameObject:SetActiveEx(false) end end end self:UpdateBreakthrough(breakNum) end function XUiGridExpeditionEquipment:UpdateBreakthrough(breakthroughNum) if XTool.UObjIsNil(self.ImgBreakthrough) then return end if breakthroughNum > 0 then local icon = XEquipConfig.GetEquipBreakThroughSmallIcon(breakthroughNum) if icon then self.ImgBreakthrough:SetSprite(icon) self.ImgBreakthrough.gameObject:SetActiveEx(true) end else self.ImgBreakthrough.gameObject:SetActiveEx(false) end end return XUiGridExpeditionEquipment