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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