const SVCItem = require( "nx.fx.sv.expand.item" ); const NxSpine = require( "nx.fx.spine" ); const RoleController = require( "role_controller" ); cc.Class({ extends: SVCItem, properties: { nodRole : { default: null, type : NxSpine }, nodWorship : { default: null, type : cc.Node }, nodName : { default: null, type : cc.Node }, nodLook : { default: null, type : cc.Node }, }, // 数据重置 rebind: function( _idx, _data, _key ) { this._super( _idx, _data, _key ); // 刷新 this.setData( _data ); }, setData: function( _data ){ this.mdata = _data; this.freshInfo(); }, freshInfo: function(){ if( !this.mdata ){ return; } nx.gui.setString( this.nodName, "", this.mdata.name ); nx.gui.setString( this.nodWorship, "", this.mdata.worship ); let ufg = game.configs.looks_data.data_data[this.mdata.lookid]; let model = ""; if( ufg ){ model = PathTool.getSpinePath( ufg.model, ufg.model, false ); } if( this.nodRole ){ // 战斗迷你 this.nodRole.load( model, ( _e ) => { if( !_e ) { this.nodRole.action( "stand2", true ); } else { this.nodRole.stop(); } } ); } let btn = nx.gui.getComponent( this.nodWorship, "", cc.Button ); if( btn ){ btn.interactable = this.mdata.worship_status == 0 ; } }, onTouchWorship: function(){ if( this.mdata.worship_status > 0 ){ nx.tbox( nx.text.getKey( "lab_arena_loop_rank_worshiped" ) ); return; } let RC = RoleController.getInstance(); if( RC ){ RC.sender10316( this.mdata.rid, this.mdata.srv_id, this.mdata.rank ); } }, });