local CSXTextManagerGetText = CS.XTextManager.GetText local CurSuitName = CSXTextManagerGetText("EquipSuitPrefabCurName") local XUiGridSuitPrefab = XClass(nil, "XUiGridSuitPrefab") function XUiGridSuitPrefab:Ctor(ui) self.GameObject = ui.gameObject self.Transform = ui.transform XTool.InitUiObject(self) self.PanelSelect.gameObject:SetActiveEx(false) end function XUiGridSuitPrefab:Refresh(suitPrefabInfo, index, isPreafabSaved) -- 套装预设序号 if isPreafabSaved then if index < 10 then self.TxtOrder.text = "0" .. index else self.TxtOrder.text = index end self.TxtOrder.gameObject:SetActiveEx(true) else self.TxtOrder.gameObject:SetActiveEx(false) end -- 套装预设图标 local presentSuitId = suitPrefabInfo:GetPresentSuitId() if presentSuitId then self.RImgIcon:SetRawImage(XDataCenter.EquipManager.GetSuitBigIconBagPath(presentSuitId)) self.ImgDefaultIcon.gameObject:SetActiveEx(false) self.RImgIcon.gameObject:SetActiveEx(true) else self.ImgDefaultIcon.gameObject:SetActiveEx(true) self.RImgIcon.gameObject:SetActiveEx(false) end -- 套装预设名字 self.TxtName.text = isPreafabSaved and suitPrefabInfo:GetName() or CurSuitName -- 套装预设数量 local equipCount = suitPrefabInfo:GetEquipCount() local maxCount = XEquipConfig.MAX_SUIT_COUNT if equipCount == maxCount then self.TxtNum.text = CSXTextManagerGetText("EquipSuitPrefabCountMax", equipCount, maxCount) else self.TxtNum.text = CSXTextManagerGetText("EquipSuitPrefabCount", equipCount, maxCount) end end function XUiGridSuitPrefab:SetSelected(selected) self.PanelSelect.gameObject:SetActiveEx(selected) end return XUiGridSuitPrefab