using System;  
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using System.Collections;  
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using System.Collections.Generic;  
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using UnityEngine;  
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using UnityEngine.UI;  
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namespace vnxbqy.UI  
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{  
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    //孔对应固定的聚魂类型  
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    public class GatherSoulHoleBehaviour : MonoBehaviour  
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    {  
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        [SerializeField] int hole;  
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        [SerializeField] Button holeBtn;  
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        [SerializeField] Image holeBG;  
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        [SerializeField] RotationTween holeTween;  
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        [SerializeField] Image holeAddImg;  
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        [SerializeField] Image soulIcon;  
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        [SerializeField] Text holeName;  
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        [SerializeField] Text lvText;  
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        GatheringSoulModel model  
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        {  
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            get { return ModelCenter.Instance.GetModel<GatheringSoulModel>(); }  
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        }  
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        int soulID = 0;  
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        private void Awake()  
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        {  
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            holeBtn.AddListener(OnFunc);  
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        }  
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        public void Display()  
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        {  
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            soulID = model.GetHoleSoulID(hole);  
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            int soulColor;  
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            if (soulID == 0)  
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            {  
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                soulColor = 0;  
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                holeTween.Stop();  
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                holeAddImg.SetActive(true);  
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                soulIcon.SetActive(false);  
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                lvText.SetActive(false);  
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            }  
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            else  
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            {  
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                var config = GatherTheSoulConfig.Get(soulID);  
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                soulColor = config.SoulColor;  
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                holeTween.Play();  
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                holeAddImg.SetActive(false);  
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                soulIcon.SetActive(true);  
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                soulIcon.SetSprite(string.Format("FuncSoul_{0}", soulID));  
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                lvText.SetActive(true);  
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                lvText.text = Language.Get("PlayerDetail_Level", model.GetSoulLevel(soulID));  
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            }  
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            model.SetHoleBackGround(holeBG, soulColor);  
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            holeName.text = UIHelper.AppendColor(soulColor, Language.Get("GatherSoulName_" + hole));  
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        }  
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        private void OnFunc()  
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        {  
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            if (soulID == 0)  
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            {  
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                //右侧展示  
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                model.selectEmptyHole = hole;  
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            }  
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            else  
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            {  
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                model.selectEmptyHole = hole;  
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                model.selectSoulID = soulID;  
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                WindowCenter.Instance.Open<GatherSoulLevelUpWin>();  
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            }  
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        }  
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    }  
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}  
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