| | |
| | | using UnityEngine; |
| | | using UnityEngine.UI; |
| | | using DG.Tweening; |
| | | using System.Linq; |
| | | |
| | | public class HeroDebutCallWin : UIBase |
| | | { |
| | |
| | | xbButton10.Display(config.ActTreasureType, 1); |
| | | resMoneyCallCntText.text = Language.Get("HeroDebut24", Mathf.Max(treasureSetConfig.DailyMaxCountMoney - xbTypeInfo.treasureCountTodayGold, 0)); |
| | | |
| | | var needCount = HappyXBModel.Instance.GetNextXBCountForBigAward(treasureType, out var qualityList); |
| | | var needCount = GetNextXBCountForBigAward(treasureType); |
| | | nextBigAwardCntText.text = needCount.ToString(); |
| | | |
| | | heroQualityText.text = Language.Get($"heroCallQaulity{heroConfig.Quality}"); |
| | |
| | | OnSecondEvent(); |
| | | } |
| | | |
| | | public int GetNextXBCountForBigAward(int type) |
| | | { |
| | | XBTypeInfo typeInfo = HappyXBModel.Instance.GetXBInfoByType(type); |
| | | if (typeInfo == null) return 0; |
| | | |
| | | var xbConfig = HappyXBModel.Instance.GetXBItemConfigByType(type); |
| | | var luckList = xbConfig.LuckyItemRateInfo.Keys.ToList(); |
| | | luckList.Sort(); |
| | | for (int i = 0; i < luckList.Count; i++) |
| | | { |
| | | var luckyValue = typeInfo.luckValue; |
| | | if (luckyValue < luckList[i]) |
| | | { |
| | | return luckList[i] - luckyValue; |
| | | } |
| | | } |
| | | return 0; |
| | | } |
| | | void ShowTop3() |
| | | { |
| | | for (int i = 0; i < top3NameText.Length; i++) |