using GCGame.Table; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using Module.Log; public class ActivityalRewItem : MonoBehaviour { public Image _ItemQuality; public Image _ItemIcon; public Text _ItemValDesc; public Text _ItemCount; public GameObject _CanGetMark; public GameObject _GetedMark; private int _CurRewDataId = -1; private int _CurValId = -1; public void InitItem(int rewValId, float SliderWidth) { _CurValId = rewValId; var tab = TableManager.GetActivityValRewByID(rewValId, 0); if(tab == null) { LogModule.ErrorLog("在ActivityValRew表找不到对应的活力值 : " + rewValId); this.gameObject.SetActive(false); return; } _ItemCount.text = tab.ItemNum1 + ""; _CurRewDataId = tab.ItemDataId; var commonItem = TableManager.GetCommonItemByID(tab.ItemDataId, 0); if(commonItem == null) { LogModule.ErrorLog("在CommonItem表中找不到对应的物品 : " + tab.ItemDataId); this.gameObject.SetActive(false); return; } LoadAssetBundle.Instance.SetImageSprite(_ItemIcon, commonItem.Icon); LoadAssetBundle.Instance.SetImageSprite(_ItemQuality, GCGame.Utils.GetItemQualityFrame(commonItem.Quality)); _ItemValDesc.text = rewValId + StrDictionary.GetClientDictionaryString("#{6013}"); PositionItem(rewValId, SliderWidth); } void PositionItem(int _CurVal, float SliderWidth) { transform.localPosition = new Vector3(SliderWidth * ((float)_CurVal / (float)ActivityController.GetCurLevelMaxVal()), 0, 0); } private int _CurRewItemState = 0; //默认不可领取 public void RefreshItemState(int state) //0.不可 1.可 2. 已 { _CurRewItemState = state; _CanGetMark.SetActive(state == 1); _GetedMark.SetActive(state == 2); } public void OnItemIcon() { if(_CurRewItemState == 0) { ItemTooltipsLogic.ShowItemTooltip(_CurRewDataId, ItemTooltipsLogic.ShowType.Info, _ItemIcon.transform.position); return; } if(_CurRewItemState == 1) { //申请领奖 ReqGetDailyActValReward req = new ReqGetDailyActValReward(); req.nodeId = _CurValId; req.SendMsg(); return; } if(_CurRewItemState == 2) { GUIData.AddNotifyData(StrDictionary.GetClientDictionaryString("#{2175}")); return; } } }