少年修仙传客户端代码仓库
hch
2025-06-12 204ef05a831c9484e2abc561d27ecbff7c797453
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//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Tuesday, October 31, 2017
//--------------------------------------------------------
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Linq;
 
namespace vnxbqy.UI
{
    //显示当前层奖励,并且显示下一个目标层的额外奖励
    public class SkyTowerRewardPreviewGroup : MonoBehaviour
    {
        [SerializeField] ItemBehaviour[] m_ItemBehaviours;
        [SerializeField] ImageEx lineImg;
        [SerializeField] Text tagetFloorTxt;
 
        SkyTowerModel model { get { return ModelCenter.Instance.GetModel<SkyTowerModel>(); } }
        public void Display(List<Item> _items)
        {
            for (int i = 0; i < m_ItemBehaviours.Length; i++)
            {
                var behaviour = m_ItemBehaviours[i];
                if (i < _items.Count)
                {
                    behaviour.SetActive(true);
                    behaviour.SetItem(_items[i]);
                }
                else
                {
                    behaviour.SetActive(false);
                }
            }
        }
 
 
        public void Display(Int2[] rewards)
        {
            if (rewards == null)
            {
                return;
            }
 
            var items = new List<Item>();
            foreach (var reward in rewards)
            {
                items.Add(new Item(reward.x, reward.y));
            }
 
            Display(items);
 
            var nextTarget = model.GetNextRewardShowFloor();
            if (nextTarget == 0 || nextTarget == model.currentFloor)
            {
                lineImg.SetActive(false);
            }
            else
            {
                lineImg.SetActive(true);
                tagetFloorTxt.text = Language.Get("SkyTowerChallenge1", nextTarget);
                //特殊奖励倒序显示
                var config = SkyTowerConfig.Get(nextTarget);
                var tagetAwards = config.rewards.Reverse().ToArray();
                for (int i = 0; i < tagetAwards.Length; i++)
                {
                    if (i >= config.rewardShow)
                        break;
 
                    var behaviour = m_ItemBehaviours[m_ItemBehaviours.Length - 1 - i];
                    behaviour.SetActive(true);
                    behaviour.SetItem(new Item(tagetAwards[i].x, tagetAwards[i].y));
 
                }
            }
 
 
        }
 
    }
 
}