| | |
| | | using UnityEngine; |
| | | using UnityEngine.UI; |
| | | |
| | | namespace Snxxz.UI { |
| | | namespace Snxxz.UI
|
| | | { |
| | | |
| | | public class SkillTaskWin : Window |
| | | { |
| | |
| | | |
| | | protected override void AddListeners() |
| | | { |
| | | m_ClaoseBtn.AddListener(()=> { Close(); }); |
| | | m_ClaoseBtn.AddListener(() => { Close(); }); |
| | | m_GoToSkillBtn.AddListener(OnClickGoToSkillBtn); |
| | | m_OpenNowBtn.AddListener(OnClickOpenNowBtn); |
| | | m_GoToBtn.AddListener(OnClickGoToBtn); |
| | |
| | | var taskinfo = Config.Instance.Get<TASKINFOConfig>(str);
|
| | | if (taskinfo != null)
|
| | | {
|
| | | m_Text_Condition_1.text= taskinfo.show_writing;
|
| | | m_Text_Condition_1.text = taskinfo.show_writing;
|
| | | }
|
| | | if (mainModel.TaskId_Skill.Contains(mainModel.TaskSkillID))
|
| | | {
|
| | | int Index = mainModel.TaskId_Skill.IndexOf(mainModel.TaskSkillID);
|
| | | m_Text_Reward_1.text = "开启第" + (mainModel.SkillIndex[Index]+1)+ "个被动技能槽";
|
| | | m_NeedMoney_Text.text = "花费" + mainModel.NeedFairyJade[Index] + "仙玉";
|
| | | m_Text_Reward_1.text = string.Format(Language.Get("PassiveSkillTask1"), (mainModel.SkillIndex[Index] + 1));
|
| | | m_NeedMoney_Text.text = string.Format(Language.Get("PassiveSkillTask2"), mainModel.NeedFairyJade[Index]);
|
| | | }
|
| | | } |
| | | |
| | |
| | | } |
| | | |
| | | protected override void OnAfterClose() |
| | | { |
| | | |
| | | {
|
| | |
|
| | | } |
| | | |
| | | private void OnClickGoToSkillBtn()
|
| | |
| | | int Index = mainModel.TaskId_Skill.IndexOf(mainModel.TaskSkillID);
|
| | | mainModel.Skill_Index = mainModel.SkillIndex[Index];
|
| | | }
|
| | | WindowJumpMgr.Instance.WindowJumpTo(JumpUIType.SkillFunc2);
|
| | | WindowJumpMgr.Instance.WindowJumpTo(JumpUIType.SkillFunc2);
|
| | | } |
| | | private void OnClickOpenNowBtn()
|
| | | {
|
| | |
| | | } |
| | | private void OnClickGoToBtn()
|
| | | {
|
| | | |
| | | m_Text_Condition_1.ExcuteHref();
|
| | | |
| | |
|
| | | m_Text_Condition_1.ExcuteHref();
|
| | |
|
| | | // Close();
|
| | | } |
| | | #endregion |