少年修仙传客户端代码仓库
lcy
2024-12-16 a39c35fc6449430cd02bccb681c4a0a880e46cd9
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using System;
using System.Collections;
using System.Collections.Generic;
 
using UnityEngine;
using UnityEngine.UI;
 
namespace vnxbqy.UI
{
    //孔对应固定的聚魂类型
    public class GatherSoulHoleBehaviour : MonoBehaviour
    {
        [SerializeField] int hole;
        [SerializeField] Button holeBtn;
        [SerializeField] Image holeBG;
        [SerializeField] RotationTween holeTween;
        [SerializeField] Image holeAddImg;
        [SerializeField] Image soulIcon;
        [SerializeField] Text holeName;
        [SerializeField] Text lvText;
 
 
        GatheringSoulModel model
        {
            get { return ModelCenter.Instance.GetModel<GatheringSoulModel>(); }
        }
 
        int soulID = 0;
 
        private void Awake()
        {
            holeBtn.AddListener(OnFunc);
        }
 
        public void Display()
        {
            soulID = model.GetHoleSoulID(hole);
            int soulColor;
            if (soulID == 0)
            {
                soulColor = 0;
                holeTween.Stop();
                holeAddImg.SetActive(true);
                soulIcon.SetActive(false);
                lvText.SetActive(false);
            }
            else
            {
                var config = GatherTheSoulConfig.Get(soulID);
                soulColor = config.SoulColor;
                holeTween.Play();
                holeAddImg.SetActive(false);
                soulIcon.SetActive(true);
                soulIcon.SetSprite(string.Format("FuncSoul_{0}", soulID));
                lvText.SetActive(true);
                lvText.text = Language.Get("PlayerDetail_Level", model.GetSoulLevel(soulID));
            }
 
            model.SetHoleBackGround(holeBG, soulColor);
            holeName.text = UIHelper.AppendColor(soulColor, Language.Get("GatherSoulName_" + hole));
        }
 
        
 
        private void OnFunc()
        {
            if (soulID == 0)
            {
                //右侧展示
                model.selectEmptyHole = hole;
            }
            else
            {
                model.selectEmptyHole = hole;
                model.selectSoulID = soulID;
                WindowCenter.Instance.Open<GatherSoulLevelUpWin>();
            }
        }
 
    }
}