using UnityEngine;
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using UnityEngine.UI;
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//羁绊中的武将
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public class HeroConnectionHeadCell : MonoBehaviour
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{
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[SerializeField] Image qualityImg;
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[SerializeField] ImageEx heroIcon;
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[SerializeField] Text nameText;
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[SerializeField] Image connMarkImg; //链接的锁图标,第一个不显示
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/// <summary>
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///
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/// </summary>
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/// <param name="heroID"></param>
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/// <param name="index"> 只是为了让第一个不显示锁图标用</param>
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/// <param name="showCollect">是否按收集显示置灰状态</param>
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/// <param name="_skinID">指定皮肤</param>
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public void Display(int heroID, int index, bool showCollect = false, int _skinID = 0)
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{
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int skinID = 0;
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HeroConfig heroConfig = HeroConfig.Get(heroID);
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if (_skinID != 0)
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{
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skinID = _skinID;
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}
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else
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{
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skinID = heroConfig.SkinIDList[0]; //默认第一个图鉴展示
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}
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nameText.text = heroConfig.Name;
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qualityImg.SetSprite("heroheadBG" + heroConfig.Quality);
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var sprite = UILoader.LoadSprite("HeroHead", HeroSkinConfig.Get(skinID).SquareIcon);
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if (sprite == null)
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{
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// 内网未配置时
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heroIcon.SetSprite("herohead_default");
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}
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else
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{
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heroIcon.overrideSprite = sprite;
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}
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if (showCollect)
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{
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//未获得武将要置灰
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heroIcon.gray = !HeroManager.Instance.HasHero(heroID);
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}
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connMarkImg.SetActive(index != 0);
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}
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}
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