少年修仙传客户端代码仓库
client_Wu Xijin
2019-06-13 033958214c0b16d7e7b93cc821b018c295251867
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//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Tuesday, December 11, 2018
//--------------------------------------------------------
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
 
 
namespace Snxxz.UI {
    //段位奖励的奖励条
    [XLua.Hotfix]
    public class SegmentRewardCell:MonoBehaviour {
        [SerializeField] Image m_Image_Segment;
        [SerializeField] Text m_Text_Segment;
        [SerializeField] Transform m_Itemlist;
        [SerializeField] Button m_ReceiveBtn;
        [SerializeField] GameObject m_IsDrawImage;//已领
        [SerializeField] GameObject m_IsReachImage;//未达成
        [SerializeField] GameObject m_IsMissImage;//已错过
        
        CrossServerOneVsOneRewardModel m_CrossServerRewardModel;
        CrossServerOneVsOneRewardModel crossServerRewardModel { get { return m_CrossServerRewardModel ?? (m_CrossServerRewardModel = ModelCenter.Instance.GetModel<CrossServerOneVsOneRewardModel>()); } }
        private int _Id = 0;
        public void Start()
        {
           
        }
        public void OnEnable()
        {
            
        }
        private void  OnClickReceive()
        {
            crossServerRewardModel.CrossRealmPKGetAward(CrossRealmPKAwardStateEnum.DanLVAwardState, _Id);
        }
        public void SetReceive(int id)
        {
          
            m_ReceiveBtn.RemoveAllListeners();
            m_ReceiveBtn.AddListener(OnClickReceive);
            _Id = id;
            var config = CrossServerArenaConfig.Get(_Id);
            if (config != null)
            {
                m_Image_Segment.SetSprite(config.IconKey);
              //  m_Image_Segment.SetNativeSize();
            }
            if (crossServerRewardModel.SegmentRewardDic.ContainsKey(id))
            {
                var dic = crossServerRewardModel.SegmentRewardDic[id];
 
                m_Text_Segment.text = config.Name;
                m_Text_Segment.color= UIHelper.GetDanLVColor(config.DanLV, true);
                ReceiveItem(id);
            }
            if ( CrossServerOneVsOnePlayerInfo.Instance.DanLV>=id)
            {
                bool Bool = crossServerRewardModel.IsAwardState(CrossRealmPKAwardStateEnum.DanLVAwardState, id);
                if (Bool)
                {
                    m_IsReachImage.SetActive(false);
                    m_IsDrawImage.SetActive(true);
                    m_IsMissImage.SetActive(false);
                    m_ReceiveBtn.gameObject.SetActive(false);
                }
                else
                {
                    m_IsReachImage.SetActive(false);
                    m_IsDrawImage.SetActive(false);
                    m_IsMissImage.SetActive(false);
                    m_ReceiveBtn.gameObject.SetActive(true);
                }
            }
            else
            {
                m_IsReachImage.SetActive(true);
                m_IsDrawImage.SetActive(false);
                m_IsMissImage.SetActive(false);
                m_ReceiveBtn.gameObject.SetActive(false);
            }
        }
        private void ReceiveItem(int Id)
        {
            var dic = crossServerRewardModel.SegmentRewardDic[Id];
            for (int i = 0; i < m_Itemlist.childCount; i++)
            {
                GameObject ObjChild = m_Itemlist.GetChild(i).gameObject;
                if (i < dic.ItemList.Count)
                {
                    ObjChild.SetActive(true);
                    Item_Class itemClass = dic.ItemList[i];             
                    ItemCell _ItemCell = ObjChild.GetComponent<ItemCell>();
                    ItemCellModel cellModel = new ItemCellModel(itemClass.ItemId, true, (ulong)itemClass.ItemNumber);
                    _ItemCell.Init(cellModel);
                    _ItemCell.button.SetListener(() =>
                    {
                        ItemTipUtility.Show(itemClass.ItemId);
                    });
                }
                else
                {
                    ObjChild.SetActive(false);
                }
 
            }
 
 
        }
 
       
    }
 
}