| | |
| | | private Transform bottom;
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| | | private Transform name;
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| | | private TextMesh condition;
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| | | private TextMesh treasureLabel;
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| | | private DemonDungeonLabel treasureLabel;
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| | |
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| | | #region 红点
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| | | private Transform potentialRed;
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| | |
| | | return;
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| | | }
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| | |
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| | | string displayStr = string.Empty;
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| | | string label1 = string.Empty;
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| | | string label2 = string.Empty;
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| | | switch (category)
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| | | {
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| | | case TreasureCategory.Demon:
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| | |
| | | switch (_treasure.state)
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| | | {
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| | | case TreasureState.Collected:
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| | | displayStr = Language.Get("DemonTreasureHighest");
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| | | label1 = ":";
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| | | break;
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| | | case TreasureState.Collecting:
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| | | TreasureDungeon treasureDungeon;
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| | | if (model.TryGetTreasureDungeon(treasureId, out treasureDungeon))
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| | | {
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| | | displayStr = UIHelper.ReplaceNewLine(Language.Get("DemonTreasureChallenge",
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| | | treasureDungeon.currentLevel, treasureDungeon.maxLevel));
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| | | label1 = "+";
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| | | label2 = StringUtility.Contact("(", treasureDungeon.currentLevel,
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| | | "/", treasureDungeon.maxLevel, ")");
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| | | }
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| | | break;
|
| | | case TreasureState.Locked:
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| | |
| | | break;
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| | | }
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| | |
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| | | if (string.IsNullOrEmpty(displayStr))
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| | | if (string.IsNullOrEmpty(label1))
|
| | | {
|
| | | return;
|
| | | }
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| | |
| | | pool = GameObjectPoolManager.Instance.RequestPool(_prefab);
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| | | m_LabelPoolDict.Add(category, pool);
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| | | }
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| | | treasureLabel = pool.Request().GetComponent<TextMesh>();
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| | | treasureLabel = pool.Request().GetComponent<DemonDungeonLabel>();
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| | | treasureLabel.gameObject.SetActive(true);
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| | | treasureLabel.transform.SetParent(root);
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| | | treasureLabel.transform.localPosition = Vector3.zero;
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| | | treasureLabel.transform.LookAt(UI3DTreasureSelectStage.Instance.center);
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| | | treasureLabel.transform.localPosition = new Vector3(0, -1.48f, 0f);
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| | | treasureLabel.transform.localPosition = new Vector3(0, -1.73f, 0f);
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| | | treasureLabel.transform.localScale = new Vector3(-1, 1, 1);
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| | | treasureLabel.text = displayStr;
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| | | treasureLabel.Display(label1, label2);
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| | | LayerUtility.SetLayer(treasureLabel.gameObject, LayerUtility.UILayer, true);
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| | | }
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| | |
|