---@class XTheatre3NodeReward local XTheatre3NodeReward = XClass(nil, "XTheatre3NodeReward") function XTheatre3NodeReward:Ctor() self.Uid = 0 ---@type number XEnumConst.THEATRE3.NodeRewardType self.RewardType = 0 ---Theatre3ItemBox表的ID self.ConfigId = 0 self.Count = 0 self.Received = false ---是否显示在节点界面 self.IsShow = false self.IsHard = false end function XTheatre3NodeReward:SetIsHard(value) self.IsHard = value end --region Getter function XTheatre3NodeReward:GetUid() return self.Uid end function XTheatre3NodeReward:GetConfigId() return self.ConfigId end function XTheatre3NodeReward:GetCount() return self.Count end function XTheatre3NodeReward:GetType() return self.RewardType end function XTheatre3NodeReward:GetEventStepType() local itemType = XEnumConst.THEATRE3.EventStepItemType.OutSideItem if self:CheckType(XEnumConst.THEATRE3.NodeRewardType.EquipBox) then itemType = XEnumConst.THEATRE3.EventStepItemType.EquipBox elseif self:CheckType(XEnumConst.THEATRE3.NodeRewardType.ItemBox) then itemType = XEnumConst.THEATRE3.EventStepItemType.ItemBox end return itemType end function XTheatre3NodeReward:GetEventStepTemplateId() if self:CheckType(XEnumConst.THEATRE3.NodeRewardType.Gold) then return XEnumConst.THEATRE3.Theatre3InnerCoin end return self:GetConfigId() end function XTheatre3NodeReward:GetIsHard() return self.IsHard end --endregion --region Checker function XTheatre3NodeReward:CheckIsReceived() return self.Received end function XTheatre3NodeReward:CheckIsShow() return self.IsShow end ---@param type number XEnumConst.THEATRE3.NodeRewardType function XTheatre3NodeReward:CheckType(type) return self.RewardType == type end --endregion function XTheatre3NodeReward:NotifyData(data) if XTool.IsTableEmpty(data) then return end self.Uid = data.Uid self.RewardType = data.RewardType self.ConfigId = data.ConfigId self.Count = data.Count self.Received = XTool.IsNumberValid(data.Received) self.IsShow = XTool.IsNumberValid(data.IsShow) end return XTheatre3NodeReward