From c5a1b1eb5f845f72b0b3e48fc8c7ccf75cee5831 Mon Sep 17 00:00:00 2001
From: client_linchunjie <461730578@qq.com>
Date: 星期二, 09 十月 2018 10:30:32 +0800
Subject: [PATCH] Merge branch 'master' into 3687天赋功能

---
 System/OpenServerActivity/InSevenDayWin.cs |   32 ++++++++++++++++++++++++++++++--
 1 files changed, 30 insertions(+), 2 deletions(-)

diff --git a/System/OpenServerActivity/InSevenDayWin.cs b/System/OpenServerActivity/InSevenDayWin.cs
index 57152ab..06ca216 100644
--- a/System/OpenServerActivity/InSevenDayWin.cs
+++ b/System/OpenServerActivity/InSevenDayWin.cs
@@ -25,6 +25,9 @@
         [SerializeField] Text m_TextName;
         [SerializeField] Image m_ImageShow;
         [SerializeField] Image m_ImageShowCH;
+        [SerializeField] UIEffect m_UIEffect1;
+        [SerializeField] UIEffect m_UIEffect2;
+        [SerializeField] UIEffect m_UIEffect3;
         [SerializeField] Image m_ImageDay;
         [SerializeField] Image m_ImageTex1;
         [SerializeField] Image m_ImageTex2;
@@ -118,11 +121,12 @@
             {
                 return;
             }
+            SetUIEffect();
             m_rewardInformation.GetIsDays(SelectedDay);
             m_TextName.text = InsevenConfig.RewardName;
             if (InsevenConfig.IsTitle == 1)
             {
-                m_ImageShow.gameObject.SetActive(false);
+                m_ImageShow.gameObject.SetActive(false);            
                 m_ImageShowCH.gameObject.SetActive(true);
                 m_ImageShowCH.SetSprite(InsevenConfig.Image);
                 m_ImageShowCH.SetNativeSize();
@@ -142,7 +146,31 @@
             m_ImageTex2.SetSprite(InsevenConfig.ImgTxt2);
             m_ImageTex2.SetNativeSize();
         }
-
+        private void SetUIEffect()
+        {
+            switch (SelectedDay)
+            {
+                case 1:
+                case 4:
+                case 6:
+                    m_UIEffect1.gameObject.SetActive(true);
+                    m_UIEffect2.gameObject.SetActive(false);
+                    m_UIEffect3.gameObject.SetActive(false);
+                    break;
+                case 2:
+                case 3:
+                    m_UIEffect1.gameObject.SetActive(false);
+                    m_UIEffect2.gameObject.SetActive(true);
+                    m_UIEffect3.gameObject.SetActive(false);
+                    break;
+                case 5:
+                case 7:
+                    m_UIEffect1.gameObject.SetActive(false);
+                    m_UIEffect2.gameObject.SetActive(false);
+                    m_UIEffect3.gameObject.SetActive(true);
+                    break;
+            }
+        }
         #endregion
 
     }

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