using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; namespace vnxbqy.UI { public class HumanInductionTaskCell : CellView { [SerializeField] Transform m_Container; [SerializeField] Button m_Induction; int taskId = 0; TreasureModel model { get { return ModelCenter.Instance.GetModel(); } } TaskModel taskModel { get { return ModelCenter.Instance.GetModel(); } } private void Awake() { m_Induction.SetListener(OnInduction); } public void Display(int taskId) { this.taskId = taskId; m_Container.SetActive(true); model.onInductionTaskComplete -= OnInductionTaskComplete; model.onInductionTaskComplete += OnInductionTaskComplete; } private void OnInductionTaskComplete(int obj) { Hide(); model.onInductionTaskComplete -= OnInductionTaskComplete; } void Hide() { m_Container.SetActive(false); } private void OnInduction() { if (taskModel.GetTaskStatus(taskId) == TaskModel.TaskStatus.CardLevel) { SysNotifyMgr.Instance.ShowTip("TaskInductionError_2"); return; } var pak = new CA512_tagCMThinkMagicWeapon(); pak.MWID = (uint)model.selectedTreasure; GameNetSystem.Instance.SendInfo(pak); model.isClickInduction = true; } } }