using vnxbqy.UI;
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using UnityEngine;
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using System.Collections.Generic;
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using System.Linq;
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public class TreasureProbabilityWin : Window
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{
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[SerializeField] ScrollerController scroller;
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[SerializeField] ButtonEx btnClose;
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int treasureID;
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int treasureType;
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Dictionary<int, int[]> probabilityDict;
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HappyXBModel XBModel { get { return ModelCenter.Instance.GetModel<HappyXBModel>(); } }
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protected override void BindController()
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{
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}
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protected override void AddListeners()
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{
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btnClose.SetListener(() =>
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{
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WindowCenter.Instance.Close<TreasureProbabilityWin>();
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});
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}
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protected override void OnPreOpen()
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{
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scroller.OnRefreshCell += OnRefreshCell;
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treasureID = TreasurePavilionModel.Instance.xbIDArr[TreasurePavilionModel.Instance.xbIndex];
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treasureType = XBGetItemConfig.Get(treasureID).TreasureType;
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probabilityDict = TreasurePavilionModel.Instance.probabilityDisplayDict[treasureType];
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}
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protected override void OnPreClose()
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{
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scroller.OnRefreshCell -= OnRefreshCell;
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}
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void OnRefreshCell(ScrollerDataType type, CellView cell)
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{
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if (type == ScrollerDataType.Header)
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{
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var _cell = cell as TreasureProbabilityHeaderCell;
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_cell.Display(_cell.index, cell);
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}
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else
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{
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var _cell = cell as TreasureProbabilityNomalCell;
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_cell.Display(_cell.index, cell);
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}
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}
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protected override void OnAfterOpen()
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{
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scroller.Refresh();
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var keyList = probabilityDict.Keys.ToList();
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int num = 0;
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for (int i = 0; i < keyList.Count; i++)
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{
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int quality = keyList[i];
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CellInfo cellInfo = new CellInfo();
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cellInfo.infoInt1 = quality;
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scroller.AddCell(ScrollerDataType.Header, num, cellInfo);
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num += 1;
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var itemIDList = TreasurePavilionModel.Instance.GetItemIDByQuality(quality, treasureType);
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int count = (int)Mathf.Ceil((float)itemIDList.Count / 8);
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for (int j = 0; j < count; j++)
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{
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CellInfo cellInfo1 = new CellInfo();
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cellInfo1.infoInt1 = quality;
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cellInfo1.infoInt2 = treasureID;
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cellInfo1.infoInt3 = j;
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scroller.AddCell(ScrollerDataType.Normal, num, cellInfo1);
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}
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}
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scroller.Restart();
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}
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protected override void OnAfterClose()
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{
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}
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}
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