| | |
| | | /// <param name="startIndex">起始格子序号(从1开始)</param> |
| | | /// <param name="gridCount">总格子数</param> |
| | | /// <param name="isWin">是否胜利</param> |
| | | /// <param name="openedGrids">已开启的格子字典 Key=格子编号, Value=AwardID</param> |
| | | /// <param name="openedGrids">已开启的格子字典 Key=格子编号, Value=开启记录</param> |
| | | /// <param name="openAnimGridIndex">播放开启动画的格子编号(0=无)</param> |
| | | public void SetData(int startIndex, int gridCount, bool isWin, Dictionary<int, int> openedGrids, int openAnimGridIndex = 0) |
| | | public void SetData(int startIndex, int gridCount, bool isWin, Dictionary<int, GuildAtkDefBatTreasureRecord> openedGrids, int openAnimGridIndex = 0) |
| | | { |
| | | for (int i = 0; i < grids.Length; i++) |
| | | { |
| | |
| | | { |
| | | grids[i].SetActive(true); |
| | | int awardID = 0; |
| | | bool isOpened = openedGrids != null && openedGrids.TryGetValue(gridIndex, out awardID); |
| | | string playerName = string.Empty; |
| | | GuildAtkDefBatTreasureRecord treasureRecord = null; |
| | | bool isOpened = openedGrids != null && openedGrids.TryGetValue(gridIndex, out treasureRecord); |
| | | if (isOpened && treasureRecord != null) |
| | | { |
| | | awardID = treasureRecord.AwardID; |
| | | playerName = treasureRecord.PlayerName; |
| | | } |
| | | bool playAnim = openAnimGridIndex > 0 && gridIndex == openAnimGridIndex; |
| | | grids[i].Init(gridIndex, isWin, isOpened, (ushort)awardID, playAnim); |
| | | grids[i].Init(gridIndex, isWin, isOpened, (ushort)awardID, playerName, playAnim); |
| | | } |
| | | else |
| | | { |