using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace vnxbqy.UI
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{
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public class EquipDecomMailWin : Window
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{
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[SerializeField] Text decomText;
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[SerializeField] Button closeBtn;
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[SerializeField] Button okBtn;
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[SerializeField] GameObject getMatObj;
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[SerializeField] List<CommonItemBaisc> getMatlist = new List<CommonItemBaisc>();
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[SerializeField] ToggleButton m_ToggleButton; //跳过战斗
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PackModel playerPack { get { return ModelCenter.Instance.GetModel<PackModel>(); } }
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protected override void BindController()
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{
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}
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protected override void AddListeners()
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{
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closeBtn.AddListener(CloseClick);
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okBtn.AddListener(CloseClick);
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m_ToggleButton.AddListener(ToggleButtonClick);
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}
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protected override void OnPreOpen()
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{
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playerPack.RefreshDecomAttrAct += RefreshDecompose;
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RefreshDecompose();
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m_ToggleButton.isOn = DayRemind.Instance.GetDayRemind(DayRemind.EquipDe);
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}
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protected override void OnAfterOpen()
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{
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}
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protected override void OnPreClose()
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{
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playerPack.RefreshDecomAttrAct -= RefreshDecompose;
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}
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protected override void OnAfterClose()
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{
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}
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void ToggleButtonClick()
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{
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m_ToggleButton.isOn = !m_ToggleButton.isOn;
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DayRemind.Instance.SetDayRemind(DayRemind.EquipDe, m_ToggleButton.isOn);
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}
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private void RefreshDecompose()
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{
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decomText.text = Language.Get("PetLetter2", playerPack.recordAutoDecomNum, playerPack.addDecomposeExp);
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List<PackModel.DecomposeGetMatInfo> matInfolist = playerPack.SetShowMatInfo();
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if (matInfolist.Count > 0)
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{
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getMatObj.SetActive(true);
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for(int i = 0; i < getMatlist.Count; i++)
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{
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if(i < matInfolist.Count)
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{
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getMatlist[i].SetActive(true);
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PackModel.DecomposeGetMatInfo matInfo = matInfolist[i];
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ItemCellModel cellModel = new ItemCellModel(matInfo.ItemID, false, (ulong)matInfo.Count,
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"", PackType.Deleted, false, ConfigParse.Analysis(matInfo.UserData));
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getMatlist[i].Init(cellModel);
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getMatlist[i].button.RemoveAllListeners();
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getMatlist[i].button.AddListener(() =>
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{
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ItemTipUtility.Show(matInfo.ItemID);
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});
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}
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else
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{
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getMatlist[i].SetActive(false);
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}
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}
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}
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else
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{
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getMatObj.SetActive(false);
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}
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}
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}
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}
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