using vnxbqy.UI; using UnityEngine; using System.Collections.Generic; public class TreasureProbabilityNomalCell : CellView { [SerializeField] List itemCells = new List(); public void Display(int num, CellView cell) { int quality = cell.info.Value.infoInt1; int treasureID = cell.info.Value.infoInt2; int index = cell.info.Value.infoInt3; int type = XBGetItemConfig.Get(treasureID).TreasureType; var itemIDList = TreasurePavilionModel.Instance.GetItemIDByQuality(quality, type); for (int i = 0; i < itemCells.Count; i++) { int nowIndex = index * itemCells.Count + i; if (nowIndex < itemIDList.Count) { itemCells[i].SetActive(true); int ItemID = itemIDList[nowIndex]; var model = new ItemCellModel(ItemID, false, 1); itemCells[i].Init(model); if (quality == 0) { itemCells[i].button.SetListener(() => { ItemTipUtility.Show(ItemID); }); } else { int gubaoID = ItemConfig.Get(ItemID).EffectValueA1; itemCells[i].itemIcon.SetSprite(ILGubaoConfig.Get(gubaoID).Icon); itemCells[i].button.SetListener(() => { TreasurePavilionModel.Instance.selectGubao = gubaoID; WindowCenter.Instance.OpenIL(); }); } } else { itemCells[i].SetActive(false); } } } }