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JJBB/Assets/Project/Script/GUI/Aucation/AucationResultItem.cs

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2024-08-23 15:49:34 +08:00
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using GCGame.Table;
public class AucationResultItem : MonoBehaviour {
#region
public Image _ItemQuality;
public Image itemIcon;
public Image markBG;
public Text itemName;
public Text hadPutIntoCount;
public Text resultDesc;
#endregion
public int snatchId = -1;
public int curIndex = -1;
public int curGroup = -1;
public void InitItem(AucationResultItemInfo info, int index)
{
curIndex = index;
snatchId = info.snatchId;
curGroup = info.curGoingGroup;
Tab_SnatchTreasure snatchTab = TableManager.GetSnatchTreasureByID(snatchId, 0);
if(snatchTab == null)
{
return;
}
Tab_CommonItem commonItem = TableManager.GetCommonItemByID(snatchTab.ItemId, 0);
if(commonItem == null)
{
return;
}
itemName.text = commonItem.Name + "X" + snatchTab.ItemNum; // 物品名称
LoadAssetBundle.Instance.SetImageSprite(itemIcon, commonItem.Icon); //itemIcon
LoadAssetBundle.Instance.SetImageSprite(_ItemQuality, GCGame.Utils.GetItemQualityFrame(commonItem.Quality));
if (commonItem.QualityEffect > 0)
{
CommonItemContainerItem.ShowQualityEffect(true, commonItem.QualityEffect, itemIcon.transform);
}
else
{
CommonItemContainerItem.ShowQualityEffect(false, commonItem.QualityEffect, itemIcon.transform);
}
hadPutIntoCount.text = StrDictionary.GetClientDictionaryString("#{47024}", info.selfHadPutIntoCount);//"已投入" + info.selfHadPutIntoCount + "份";
if(info.state == 1)
{
resultDesc.text = StrDictionary.GetClientDictionaryString("#{47025}");//"等待开奖";//进行中
}else
{
if(info.winerName.Equals(GameManager.gameManager.PlayerDataPool.MainPlayerBaseAttr.RoleName))
{
resultDesc.text = StrDictionary.GetClientDictionaryString("#{47026}");//"夺宝成功";//获奖
}
else
{
resultDesc.text = StrDictionary.GetClientDictionaryString("#{47027}");//"夺宝失败";//未获奖
}
}
}
public void OnItemClick()
{
if (SelfAucationResultInfoPanel.Instance)
{
SelfAucationResultInfoPanel.Instance.OnResultItemClick(snatchId, curIndex, curGroup);
}
}
//设置当前按钮的背景遮罩
public void InitItemState(bool isOn)
{
if(isOn)
{
if(!markBG.isActiveAndEnabled)
{
markBG.gameObject.SetActive(true);
}
}else
{
if(markBG.isActiveAndEnabled)
{
markBG.gameObject.SetActive(false);
}
}
}
}