using vnxbqy.UI; using UnityEngine; using System.Collections.Generic; public class CelestialPalaceTreeGain : MonoBehaviour { [SerializeField] TextEx txtAwardCount; [SerializeField] TextEx txtFortuneCount; [SerializeField] ButtonEx btnGain; [SerializeField] UIEffect uiEffect; TiandaoTreeConfig config; int awardIndex; int state; CelestialPalaceModel model { get { return ModelCenter.Instance.GetModel(); } } public void Display(int awardIndex) { this.awardIndex = awardIndex; if (!TiandaoTreeConfig.Has(awardIndex)) return; uiEffect.Stop(); // 获取当前这档天道果的显示状态 0 不可领取(未达成) 1 可领取 2 已领取 state = model.GetGainState(awardIndex); btnGain.SetColorful(null, state != 2); // 领取后置灰 if (state == 1) uiEffect.Play(); config = TiandaoTreeConfig.Get(awardIndex); txtAwardCount.text = Language.Get("CelestialPalace13", model.GetAwardCount(awardIndex)); txtFortuneCount.text = Language.Get("CelestialPalace12", model.nowQiYun, config.NeedQiyun); btnGain.SetListener(OnClickGain); } void OnClickGain() { if (state == 1) { if (model.TryAutoHaveAward(out List awardList) && !awardList.IsNullOrEmpty()) { //ItemLogicUtility.Instance.ShowGetItem(awardList, "", 5); } } else { ItemTipUtility.Show(model.moneyItemId); } } }