yyl
2026-03-26 1ab047b5fdd933c38ba0519ec2e83a44512ea8d7
Main/System/HeroUI/GiftBaseCell.cs
@@ -115,14 +115,15 @@
    void Awake()
    {
        LoadPrefab();
        LoadPrefab().Forget();
    }
    //showState 0:不显示 1:新增 2:提升
    //giftID 0 :代表灰色需升星激活 -1:代表棕色需觉醒激活,其他根据配表,没有天赋的外层控制显隐
    public void Init(int giftID, int lv, int showState = 0, int heroID = 0, int index = 0, int awakeLevel = 0)
    public async UniTask Init(int giftID, int lv, int showState = 0, int heroID = 0, int index = 0, int awakeLevel = 0)
    {
        LoadPrefab();   //存在被卸载的可能,重新加载
        await LoadPrefab();   //存在被卸载的可能,重新加载
        if (this == null) return;
        if (HeroTalentConfig.HasKey(giftID))
        {
            var config = HeroTalentConfig.Get(giftID);
@@ -256,19 +257,23 @@
        }
        if (cellContainer == null)
        {
            cellContainer = await UIUtility.CreateWidget("GiftBaseCell", "Container_GiftCell");
            var inst = await UIUtility.CreateWidget("GiftBaseCell", "Container_GiftCell");
            
            if (this == null)
            {
                if (null != cellContainer)
                {
                    GameObject.DestroyImmediate(cellContainer);
                }
                if (null != inst) GameObject.DestroyImmediate(inst);
                return;
            }
            if (cellContainer != null)
            {
                GameObject.DestroyImmediate(inst);
                return;
            }
            cellContainer = inst;
            if (cellContainer != null)
            {
                cellContainer.transform.SetParentEx(this.transform, Vector3.zero, Quaternion.identity, Vector3.one);
                cellContainer.transform.SetAsFirstSibling();
            }