using UnityEngine;
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using UnityEngine.UI;
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using System;
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//命格自动的各个选项内容,统一用一个按类型区分
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public class MinggeAutoSetCell : CellView
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{
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[SerializeField] Text contentText;
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[SerializeField] Image selectImg;
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[SerializeField] Button selectBtn;
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//type 滚动条用途类型
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//index 根据类型自定义
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public void Display(int type, int index, MinggeAutoSet autoSet, Action<int> onSelect)
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{
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if (type == 1)
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{
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//品质
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string qualityName = Language.Get("L1039", MGGuayuQualityConfig.Get(index).ColorName);
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contentText.text = Language.Get("Mingge30", UIHelper.AppendColor(index, qualityName, true, 2));
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selectImg.SetActive(autoSet.quanlity == index);
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}
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else if (type == 2)
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{
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//战斗属性
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contentText.text = index == 0 ? Language.Get("Mingge33") : PlayerPropertyConfig.Get(index).Name;
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selectImg.SetActive(autoSet.fightAttrID == index);
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}
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else if (type == 3)
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{
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//抗性属性
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contentText.text = index == 0 ? Language.Get("Mingge33") : PlayerPropertyConfig.Get(index).Name;
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selectImg.SetActive(autoSet.deFightAttrID == index);
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}
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else if (type == 4)
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{
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//命格技能
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contentText.text = index == 0 ? Language.Get("Mingge33") : Language.Get($"MinggeSkillType_{index}");
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selectImg.SetActive(autoSet.skillID == index);
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}
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else if (type == 5)
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{
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//消耗数量
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contentText.text = index.ToString();
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selectImg.SetActive(MinggeManager.Instance.autoCostCount == index);
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}
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selectBtn.AddListener(() =>
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{
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onSelect?.Invoke(index);
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});
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}
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}
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