少年修仙传客户端代码仓库
client_linchunjie
2018-09-19 aecb6a5a62d8a4cfc7b924ce957a9c7ea90c235d
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
namespace Snxxz.UI
{
    public class TreasureSoulPattern1 : TreasureSoulPattern
    {
        [SerializeField] RectTransform m_ContainerNone;
        [SerializeField] RectTransform m_ContainerHas;
        [SerializeField] List<PropertyBehaviour> properties;
        [SerializeField] Text m_ProgressTitle;
        [SerializeField] Text m_Progress;
        [SerializeField] Image m_Complete;
        [SerializeField] Button m_Goto;
        [SerializeField] Button m_Get;
 
        private void Awake()
        {
            m_Goto.onClick.AddListener(OnGoto);
            m_Get.onClick.AddListener(OnGet);
        }
 
        private void OnGet()
        {
            special.GetReward();
        }
 
        private void OnGoto()
        {
            switch (special.type)
            {
                case TreasurePrivilege.DemonJarAtk:
                    WindowJumpMgr.Instance.WindowJumpTo(JumpUIType.LootPreciousFrameFunc1);
                    break;
                case TreasurePrivilege.Sp:
                    WindowJumpMgr.Instance.WindowJumpTo(JumpUIType.FindPreciousFrameFunc1);
                    break;
                case TreasurePrivilege.MountAtk:
                    WindowJumpMgr.Instance.WindowJumpTo(JumpUIType.PetFunc1);
                    break;
                case TreasurePrivilege.PetHp:
                    WindowJumpMgr.Instance.WindowJumpTo(JumpUIType.PetFunc2);
                    break;
            }
            model.gotoSoul = (int)special.type;
        }
 
        public override void Display(int _id)
        {
            base.Display(_id);
            switch (special.type)
            {
                case TreasurePrivilege.DemonJarAtk:
                    m_ProgressTitle.text = Language.Get("TreasurePrivilege_DemonJar");
                    break;
                case TreasurePrivilege.Sp:
                    m_ProgressTitle.text = Language.Get("TreasurePrivilege_FairyBoss");
                    break;
                case TreasurePrivilege.MountAtk:
                    m_ProgressTitle.text = Language.Get("TreasurePrivilege_Mount");
                    break;
                case TreasurePrivilege.PetHp:
                    m_ProgressTitle.text = Language.Get("TreasurePrivilege_Pet");
                    break;
            }
            Display();
        }
 
        private void Display()
        {
            m_Get.gameObject.SetActive(false);
            m_Goto.gameObject.SetActive(false);
            for (int i = 0; i < properties.Count; i++)
            {
                properties[i].gameObject.SetActive(false);
            }
            switch (special.type)
            {
                case TreasurePrivilege.DemonJarAtk:
                case TreasurePrivilege.Sp:
                case TreasurePrivilege.MountAtk:
                case TreasurePrivilege.PetHp:
                    var _index = 0;
                    m_ContainerHas.gameObject.SetActive(true);
                    m_ContainerNone.gameObject.SetActive(false);
                    foreach (var _key in special.propertyDict.Keys)
                    {
                        var _value = special.propertyDict[_key] * special.presentFinishCount / special.progress;
                        if (_value <= 0)
                        {
                            m_ContainerHas.gameObject.SetActive(false);
                            m_ContainerNone.gameObject.SetActive(true);
                            break;
                        }
                        properties[_index].gameObject.SetActive(true);
                        properties[_index].DisplayUpper(_key, _value);
                        _index++;
                    }
                    m_Get.gameObject.SetActive(special.state == TreasurePrivilegeState.Reward);
                    m_Goto.gameObject.SetActive(special.state == TreasurePrivilegeState.Doing);
                    m_Progress.text = special.ProgressDisplay();
                    //m_Progress.color = specialData.state == TreasurePrivilegeState.Doing ? UIHelper.GetUIColor(TextColType.Red, true) : UIHelper.GetUIColor(TextColType.Green, true);
                    m_Complete.gameObject.SetActive(special.state == TreasurePrivilegeState.Complete);
                    break;
            }
        }
 
        protected override void TreasurePrivilegeUpdateEvent(int _id)
        {
            base.TreasurePrivilegeUpdateEvent(_id);
            if (_id == (int)special.type)
            {
                Display();
            }
        }
    }
}