using System.Collections.Generic;
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using UnityEngine;
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namespace vnxbqy.UI
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{
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public class FairySiegeJoinListFairyCell : CellView
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{
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[SerializeField] List<TextEx> fairyNameList = new List<TextEx>();
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FairySiegeActModel model { get { return ModelCenter.Instance.GetModel<FairySiegeActModel>(); } }
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public void Display(int rowIndex, CellView cellView)
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{
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if (model.operationCrossAct == null)
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return;
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if (model.operationCrossAct.joinFamilys.IsNullOrEmpty())
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return;
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uint serverId = (uint)cellView.info.Value.infoInt1;
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if (!model.TryGetSortFamilyList(serverId, out List<FairySiegeFamilyInfo> list))
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return;
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for (int i = 0; i < fairyNameList.Count; i++)
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{
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int index = rowIndex * model.joinListFairyRowMax + i;
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if (index < list.Count)
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{
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fairyNameList[i].text = list[index].Name;
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fairyNameList[i].SetActive(true);
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}
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else
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{
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fairyNameList[i].SetActive(false);
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}
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}
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}
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}
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}
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