using vnxbqy.UI;
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using System.Collections.Generic;
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using UnityEngine;
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public class ChallengeDemonKingCell : CellView
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{
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[SerializeField] ButtonEx btnCell;
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[SerializeField] ImageEx imgboss;
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[SerializeField] ImageEx imgSelected;
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[SerializeField] TextEx txtRealm;
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[SerializeField] TextEx txtLockState4;
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[SerializeField] GameObject CanBeChallengedState;
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[SerializeField] GameObject CanBeSweepState;
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[SerializeField] GameObject AlreadyChallengedState;
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[SerializeField] GameObject LockState1;
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[SerializeField] GameObject LockState2;
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ChallengeDemonKingModel challengeDemonKingModel { get { return ModelCenter.Instance.GetModel<ChallengeDemonKingModel>(); } }
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public void Display(int realm)
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{
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Dictionary<int, int> realmNpcIDDict = challengeDemonKingModel.realmNpcIDDict;
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int npcID = realmNpcIDDict[realm];
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//0 已通关-不可扫荡 1 已通关-可扫荡-免费 2 未通关-可挑战(待首通) 3 未通关-不可挑战(境界够前一关没打) 4 未通关-不可解锁(境界不够) 5 已通关-可扫荡-可付费 6 已通关-不可扫荡(置灰)
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int state = challengeDemonKingModel.GetCellState(npcID);
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string realmName = RealmConfig.Get(realm).Name;
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var npcConfig = NPCConfig.Get(npcID);
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//元素的显隐
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imgSelected.SetActive(npcID == challengeDemonKingModel.showNpcID);
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AlreadyChallengedState.SetActive(state == 0);
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CanBeSweepState.SetActive(state == 1 || state == 5 || state == 6);
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CanBeChallengedState.SetActive(state == 2);
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LockState1.SetActive(state == 3);
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LockState2.SetActive(state == 4);
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//元素的内容
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txtRealm.text = realmName;
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txtLockState4.text = realmName;
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imgboss.SetSprite(PersonalBossConfig.Get(npcID).PortraitID);
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btnCell.SetListener(() =>
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{
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challengeDemonKingModel.showNpcID = npcID;
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});
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}
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}
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