local XUiDrawSuitPreview = XLuaUiManager.Register(XLuaUi, "UiDrawSuitPreview") function XUiDrawSuitPreview:OnAwake() self:InitAutoScript() end function XUiDrawSuitPreview:OnStart(suitId, parentUi) self.ParentUi = parentUi self.Grids = {} self:UpdatePanel() end function XUiDrawSuitPreview:UpdatePanel() self.SuitId = self.ParentUi.CurSuitId self.GridCommon.gameObject:SetActive(false) local skillDesList = XDataCenter.EquipManager.GetSuitSkillDesList(self.SuitId) for i = 1, XEquipConfig.MAX_SUIT_SKILL_COUNT do if skillDesList[i * 2] then self["TxtSkillDes" .. i].text = skillDesList[i * 2] self["TxtSkillDes" .. i].gameObject:SetActive(true) else self["TxtSkillDes" .. i].gameObject:SetActive(false) end end CS.UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(self.PanelContent) self.TxtName.text = XDataCenter.EquipManager.GetSuitName(self.SuitId) self.RImgIco:SetRawImage(XDataCenter.EquipManager.GetSuitBigIconBagPath(self.SuitId)) local ids = XDataCenter.EquipManager.GetEquipTemplateIdsBySuitId(self.SuitId) table.sort(ids, function(a, b) local aid = XGoodsCommonManager.GetGoodsShowParamsByTemplateId(a) local bid = XGoodsCommonManager.GetGoodsShowParamsByTemplateId(b) return aid.Site < bid.Site end) for i = 1, #ids do if not self.Grids[i] then local go = CS.UnityEngine.Object.Instantiate(self.GridCommon, self.PanelGrid) local item = XUiGridCommon.New(self, go) go.gameObject:SetActive(true) table.insert(self.Grids, item) end end for i = 1, #self.Grids do self.Grids[i]:Refresh(ids[i]) end for i = #ids + 1, #self.Grids do self.Grids[i].GameObject:SetActive(false) end end function XUiDrawSuitPreview:RefreshData() end function XUiDrawSuitPreview:OnEnable() if self.ParentUi then self:UpdatePanel() end end -- auto -- Automatic generation of code, forbid to edit function XUiDrawSuitPreview:InitAutoScript() self:AutoAddListener() end function XUiDrawSuitPreview:AutoAddListener() -- self:RegisterClickEvent(self.BtnClose, self.OnBtnCloseClick) end -- auto