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JJBB/Assets/Project/Script/GUI/VIP/PrivilegePerMissionAttrDescItem.cs

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2024-08-23 15:49:34 +08:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using GCGame.Table;
public class PrivilegePerMissionAttrDescItem : MonoBehaviour {
public List<Sprite> _BGSpriteList;
public Image _BG;
private List<PrivilegePerMissionVipAttrItem> attrItemList;
public Text _TypeName;
public void InitItem(int _FuncId, int _Index)
{
_BG.overrideSprite = _BGSpriteList[_Index % 2];
if (attrItemList == null)
{
attrItemList = new List<PrivilegePerMissionVipAttrItem>();
for(int index = 0; index < gameObject.GetComponentsInChildren<PrivilegePerMissionVipAttrItem>().Length; index++)
{
attrItemList.Add(gameObject.GetComponentsInChildren<PrivilegePerMissionVipAttrItem>()[index]);
}
}
var funcTab = TableManager.GetPrivilegeFunctionByID(_FuncId, 0);
if(funcTab == null)
{
if(gameObject.activeInHierarchy)
gameObject.SetActive(false);
return;
}
var privilegeTypeNameTab = TableManager.GetPrivilegeTypeDescByID(funcTab.PrivilegeId, 0);
if(privilegeTypeNameTab == null)
{
if (gameObject.activeInHierarchy)
gameObject.SetActive(false);
return;
}
if (!gameObject.activeInHierarchy)
gameObject.SetActive(true);
_TypeName.text = privilegeTypeNameTab.Name;
for(int index = 0; index < attrItemList.Count; index++)
{
attrItemList[index].InitItem(funcTab.GetVipbyIndex(index), funcTab.PrivilegeId);
}
}
}