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 ]:           Monday, April 01, 2019
//--------------------------------------------------------
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
 
namespace Snxxz.UI
{
 
    public class TipItemDescriptionWidget : MonoBehaviour
    {
 
        [SerializeField] Text m_Description;
        [SerializeField] Text m_UseState;
 
        ItemTipsModel tipsModel { get { return ModelCenter.Instance.GetModel<ItemTipsModel>(); } }
 
        public void Display(int itemId)
        {
            var config = ItemConfig.Get(itemId);
            var description = config.Description;
            if (description.Contains("{Exp}"))
            {
                var expValue = tipsModel.GetAddExpValue(config.EffectValueA1, config.EffectValueB1);
                description = description.Replace("{Exp}", UIHelper.ReplaceLargeNum(expValue));
            }
            if (description.Contains("{FightPower}"))
            {
                var fightPower = tipsModel.GetFightPower(itemId);
                description = description.Replace("{FightPower}", fightPower.ToString());
            }
            if (description.Contains("{ShareNum}"))
            {
                var shareNumDes = tipsModel.GetShareNumItemDes(itemId);
                description = description.Replace("{ShareNum}", shareNumDes);
            }
 
            m_Description.text = description;
        }
 
        public void DisplayUseState(int usedCount, int maxCount)
        {
            if (maxCount > 0)
            {
                m_UseState.gameObject.SetActive(true);
                m_UseState.text = Language.Get("BoxUseCntTip", StringUtility.Contact(usedCount, "/", maxCount));
                m_UseState.color = UIHelper.GetUIColor(usedCount >= maxCount ? TextColType.Red : TextColType.Green, false);
            }
            else
            {
                m_UseState.gameObject.SetActive(false);
            }
        }
 
    }
 
}