using UnityEngine;
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using System.Collections.Generic;
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public class TreasurePavilionHeadCell : CellView
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{
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[SerializeField] TextEx txtHead;
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[SerializeField] List<Transform> cells = new List<Transform>();
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[SerializeField] ScrollerController scroller;
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public void Display(int resonanceID)
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{
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var config = GubaoResonanceConfig.Get(resonanceID);
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int[] gubaoIDList = GubaoResonanceConfig.Get(resonanceID).GubaoIDList;
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txtHead.text = config.ResonanceName;
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for (int i = 0; i < 5; i++)
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{
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if (i < gubaoIDList.Length)
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{
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cells[i].SetActiveIL(true);
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var cell = cells[i].GetILBehaviour<TreasurePavilionCell>();
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int gubaoID = gubaoIDList[i];
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cell.Display(gubaoID, 0.8f);
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}
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else
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{
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cells[i].SetActiveIL(false);
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}
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}
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scroller.OnRefreshCell += OnRefreshCell;
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scroller.Refresh();
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var starDict = GubaoResonanceAttrConfig.GetResonanceStarDict();
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var allIdDict = GubaoResonanceAttrConfig.GetDict();
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var starList = starDict[resonanceID];
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int count = (int)Mathf.Ceil((float)starList.Count / 2);
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CellInfo cellInfo = new CellInfo();
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cellInfo.infoInt1 = resonanceID;
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for (int j = 0; j < count; j++)
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{
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scroller.AddCell(ScrollerDataType.Header, j, cellInfo);
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}
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scroller.Restart();
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scroller.OnRefreshCell -= OnRefreshCell;
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}
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void OnRefreshCell(ScrollerDataType type, CellView cell)
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{
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var _cell = cell as TreasurePavilionScrollerCell;
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_cell.Display(_cell.index, cell);
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}
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}
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