using vnxbqy.UI;
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using UnityEngine;
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using System.Collections.Generic;
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public class TreasureProbabilityNomalCell : CellView
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{
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[SerializeField] List<ItemCell> itemCells = new List<ItemCell>();
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public void Display(int num, CellView cell)
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{
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int quality = cell.info.Value.infoInt1;
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int treasureID = cell.info.Value.infoInt2;
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int index = cell.info.Value.infoInt3;
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int type = XBGetItemConfig.Get(treasureID).TreasureType;
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var itemIDList = TreasurePavilionModel.Instance.GetItemIDByQuality(quality, type);
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for (int i = 0; i < itemCells.Count; i++)
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{
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int nowIndex = index * itemCells.Count + i;
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if (nowIndex < itemIDList.Count)
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{
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itemCells[i].SetActive(true);
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int ItemID = itemIDList[nowIndex];
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var model = new ItemCellModel(ItemID, false, 1);
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itemCells[i].Init(model);
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if (quality == 0)
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{
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itemCells[i].button.SetListener(() =>
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{
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ItemTipUtility.Show(ItemID);
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});
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}
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else
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{
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int gubaoID = ItemConfig.Get(ItemID).EffectValueA1;
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itemCells[i].itemIcon.SetSprite(ILGubaoConfig.Get(gubaoID).Icon);
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itemCells[i].button.SetListener(() =>
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{
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TreasurePavilionModel.Instance.selectGubao = gubaoID;
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WindowCenter.Instance.OpenIL<TreasurePavilionTipWin>();
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});
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}
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}
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else
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{
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itemCells[i].SetActive(false);
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}
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}
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}
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}
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