using System.Collections.Generic;
using UnityEngine;
public class GuildAtkDefBatTreasureCell : CellView
{
[SerializeField] GuildAtkDefBatTreasureGrid[] grids; // 绑定5个格子
///
/// 设置本行数据
///
/// 起始格子序号(从1开始)
/// 总格子数
/// 是否胜利
/// 已开启的格子字典 Key=格子编号, Value=AwardID
/// 播放开启动画的格子编号(0=无)
public void SetData(int startIndex, int gridCount, bool isWin, Dictionary openedGrids, int openAnimGridIndex = 0)
{
for (int i = 0; i < grids.Length; i++)
{
int gridIndex = startIndex + i;
if (gridIndex <= gridCount)
{
grids[i].SetActive(true);
int awardID = 0;
bool isOpened = openedGrids != null && openedGrids.TryGetValue(gridIndex, out awardID);
bool playAnim = openAnimGridIndex > 0 && gridIndex == openAnimGridIndex;
grids[i].Init(gridIndex, isWin, isOpened, (ushort)awardID, playAnim);
}
else
{
grids[i].SetActive(false);
}
}
}
///
/// 获取指定位置的格子
///
public GuildAtkDefBatTreasureGrid GetGrid(int index)
{
if (index >= 0 && index < grids.Length)
return grids[index];
return null;
}
}