using System.Collections.Generic; 
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using UnityEngine; 
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using UnityEngine.UI; 
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public class HeroCountryComponent : MonoBehaviour 
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{ 
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    [SerializeField] Button countryOnBtn; 
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    [SerializeField] Image countryOnImg;    //上阵阵型激活国家 
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    [SerializeField] UIEffectPlayer countryEffect; 
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    [SerializeField] List<Image> OnCountImgs;    //上阵数量激活 
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    List<TeamHero> teamHeroes; 
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    void Awake() 
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    { 
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        countryOnBtn.AddListener(() => 
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        { 
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            HeroUIManager.Instance.isCustonHeroFormation = true; 
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            HeroUIManager.Instance.custonTeamHeroes = teamHeroes; 
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            UIManager.Instance.OpenWindow<HeroFormationWin>(); 
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        }); 
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    } 
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    //上阵武将国家光环激活 
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    public void RefreshOnTeamCountry(List<TeamHero> teamHeroes, bool playEffect = false) 
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    { 
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        this.teamHeroes = teamHeroes; 
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        Int2 result = HeroUIManager.Instance.GetMaxCountHeroCountry(teamHeroes); 
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        var config = HeroLineupHaloConfig.GetConfig(result.x, result.y); 
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        if (config == null) 
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        { 
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            countryOnImg.SetSprite("heroTeamCountry0"); 
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            for (int i = 0; i < OnCountImgs.Count; i++) 
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            { 
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                OnCountImgs[i].SetActive(false); 
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            } 
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        } 
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        else 
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        { 
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            countryOnImg.SetSprite("heroTeamCountry" + result.x); 
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            for (int i = 0; i < OnCountImgs.Count; i++) 
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            { 
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                if (i < result.y) 
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                { 
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                    OnCountImgs[i].SetActive(true); 
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                    OnCountImgs[i].SetSprite("heroTeamCountryPoint" + result.x); 
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                } 
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                else 
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                { 
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                    OnCountImgs[i].SetActive(false); 
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                } 
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            } 
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            if (playEffect) 
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                countryEffect.Play(); 
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        } 
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    } 
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} 
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