using EnhancedUI.EnhancedScroller; using UnityEngine; using UnityEngine.UI; using System; using System.Collections.Generic; namespace vnxbqy.UI { public class WishGroupCell : ScrollerUI { [SerializeField] List poolItems = new List(); WishingPoolModel wishModel { get { return ModelCenter.Instance.GetModel(); } } public override void Refresh(CellView cell) { var operation = wishModel.GetOperationWishing(); if (operation == null) return; var items = operation.GetWellItemsByGroupType(cell.index); if (items == null) return; for(int i = 0; i < poolItems.Count; i++) { var poolItem = poolItems[i]; if(i < items.Count) { poolItem.Object.SetActive(true); var info = items[i]; ItemConfig itemConfig = ItemConfig.Get(info.itemId); poolItem.nameText.text = itemConfig.ItemName; poolItem.nameText.color = UIHelper.GetUIColor(itemConfig.ItemColor,true); ItemCellModel cellModel = new ItemCellModel(info.itemId,true,(ulong)info.itemCount); poolItem.itemBaisc.Init(cellModel); string rareIconKey = string.Empty; bool isRare = wishModel.TryGetItemRareIcon(info.rare, out rareIconKey); poolItem.bestImg.SetActive(isRare); if (isRare) { poolItem.bestImg.SetSprite(rareIconKey); } poolItem.itemBaisc.button.RemoveAllListeners(); poolItem.itemBaisc.button.AddListener(()=> { ItemTipUtility.Show(info.itemId); }); } else { poolItem.Object.SetActive(false); } } } [Serializable] public class PoolItem { public GameObject Object; public CommonItemBaisc itemBaisc; public Image bestImg; public Text nameText; } } }