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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public class ReikiQualityCell : CellView
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{
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[SerializeField] Text m_QualityName;
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[SerializeField] Text[] m_PropertyValues;
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[SerializeField] Transform[] m_NoneSymbols;
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[SerializeField] Transform m_CurrentSymbol;
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[SerializeField] Transform m_Bottom;
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ReikiRootModel model { get { return ModelCenter.Instance.GetModel<ReikiRootModel>(); } }
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public void Display(int id, int quality)
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{
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m_QualityName.text = ReikiRootModel.GetQualityLabel(quality);
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m_QualityName.color = UIHelper.GetUIColor(model.GetQualityColor(quality), true);
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var job = PlayerDatas.Instance.baseData.Job;
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var totalPropertys = model.qualityPropertySorts[job];
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var propertys = model.GetReikiQualityProperties(id);
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m_CurrentSymbol.SetActive(quality == model.GetReikiRootQuality(id));
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m_Bottom.SetActive(quality % 2 != 0);
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for (int i = 0; i < m_PropertyValues.Length; i++)
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{
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var isQualityProperty = false;
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var property = 0;
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if (i < totalPropertys.Count)
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{
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property = totalPropertys[i];
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isQualityProperty = model.IsQualityProperty(id, property);
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}
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m_PropertyValues[i].SetActive(isQualityProperty);
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m_NoneSymbols[i].SetActive(!isQualityProperty && i < totalPropertys.Count);
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if (isQualityProperty)
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{
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var qualityProperty = propertys.Find((x) =>
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{
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return x.property == property;
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});
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var value = model.GetQualityProperty(quality, qualityProperty.propertyValues);
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m_PropertyValues[i].text = "+" + PlayerPropertyConfig.GetValueDescription(property, value, true);
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}
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}
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}
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}
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}
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