using UnityEngine; using System.Collections.Generic; public class TreasurePavilionHeadCell : CellView { [SerializeField] TextEx txtHead; [SerializeField] List cells = new List(); [SerializeField] ScrollerController scroller; public void Display(int resonanceID) { var config = GubaoResonanceConfig.Get(resonanceID); int[] gubaoIDList = GubaoResonanceConfig.Get(resonanceID).GubaoIDList; txtHead.text = config.ResonanceName; for (int i = 0; i < 5; i++) { if (i < gubaoIDList.Length) { cells[i].SetActiveIL(true); var cell = cells[i].GetILBehaviour(); int gubaoID = gubaoIDList[i]; cell.Display(gubaoID, 0.8f); } else { cells[i].SetActiveIL(false); } } scroller.OnRefreshCell += OnRefreshCell; scroller.Refresh(); var starDict = GubaoResonanceAttrConfig.GetResonanceStarDict(); var allIdDict = GubaoResonanceAttrConfig.GetDict(); var starList = starDict[resonanceID]; int count = (int)Mathf.Ceil((float)starList.Count / 2); CellInfo cellInfo = new CellInfo(); cellInfo.infoInt1 = resonanceID; for (int j = 0; j < count; j++) { scroller.AddCell(ScrollerDataType.Header, j, cellInfo); } scroller.Restart(); scroller.OnRefreshCell -= OnRefreshCell; } void OnRefreshCell(ScrollerDataType type, CellView cell) { var _cell = cell as TreasurePavilionScrollerCell; _cell.Display(_cell.index, cell); } }