//-------------------------------------------------------- // [Author]: 第二世界 // [ Date ]: Tuesday, December 11, 2018 //-------------------------------------------------------- using UnityEngine; using System.Collections; using UnityEngine.UI; namespace Snxxz.UI { //段位奖励的奖励条 [XLua.Hotfix] public class SegmentRewardCell:MonoBehaviour { [SerializeField] Image m_Image_Segment; [SerializeField] Text m_Text_Segment; [SerializeField] Text m_Text_Number; [SerializeField] Transform m_Itemlist; [SerializeField] Button m_ReceiveBtn; [SerializeField] GameObject m_IsDrawImage;//已领 [SerializeField] GameObject m_IsReachImage;//未达成 [SerializeField] GameObject m_IsMissImage;//已错过 ItemTipsModel _itemTipsModel; ItemTipsModel itemTipsModel { get { return _itemTipsModel ?? (_itemTipsModel = ModelCenter.Instance.GetModel()); } } CrossServerRewardModel m_CrossServerRewardModel; CrossServerRewardModel crossServerRewardModel { get { return m_CrossServerRewardModel ?? (m_CrossServerRewardModel = ModelCenter.Instance.GetModel()); } } public Button ReceiveBtn { get { return m_ReceiveBtn; } set { m_ReceiveBtn = value; } } public void SetReceive(int id) { if (crossServerRewardModel.SegmentRewardDic.ContainsKey(id)) { var dic = crossServerRewardModel.SegmentRewardDic[id]; m_Text_Segment.text = dic.Name; m_Text_Number.text = dic.Score.ToString(); ReceiveItem(id); } } private void ReceiveItem(int Id) { int type = 3; var dic = crossServerRewardModel.SegmentRewardDic[Id]; for (int i = 0; i < m_Itemlist.childCount; i++) { GameObject ObjChild = m_Itemlist.GetChild(i).gameObject; if (i < dic.ItemList.Count) { ObjChild.SetActive(true); Item_Class itemClass = dic.ItemList[i]; ItemCell _ItemCell = ObjChild.GetComponent(); ItemCellModel cellModel = new ItemCellModel(itemClass.ItemId, true, (ulong)itemClass.ItemNumber, itemClass.Isbind); _ItemCell.Init(cellModel); _ItemCell.cellBtn.SetListener(() => { ItemAttrData attrData = new ItemAttrData(itemClass.ItemId, false, (ulong)itemClass.ItemNumber,-1, itemClass.Isbind); itemTipsModel.SetItemTipsModel(attrData); }); } else { ObjChild.SetActive(false); } } } } }