using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class PvpResultItem : UIItemBase { public Image _HeadIcon; public Text _RoleName; public Text _KillVal; public Text _CureVal; public Text _AttackVal; public GameObject _WinStreakObj; public UIImgText _WinStreakImgText; public Image _BG; public Sprite _BlueBG; public Sprite _RedBG; public Sprite _SelfBlueBG; public Sprite _SelfRedBG; public GameObject _IsSelf; public void OnDisable() { _IsSelf.SetActive(false); } public override void Show(Hashtable hash) { base.Show(hash); HonorBattlefieldFightFinishPlayerInfo info = (HonorBattlefieldFightFinishPlayerInfo)hash["InitObj"]; LoadAssetBundle.Instance.SetImageSprite(_HeadIcon, GCGame.Utils.GetProfessionSpriteName(info.Job)); _RoleName.text = info.Name; _KillVal.text = info.killerCount + ""; _AttackVal.text = info.HurtCount + ""; _CureVal.text = info.CureCount + ""; if (info.WinsTimes > 1) { _WinStreakObj.SetActive(true); _WinStreakImgText.text = info.WinsTimes.ToString(); } else { _WinStreakObj.SetActive(false); } var isSelf = GameManager.gameManager.PlayerDataPool.MainPlayerBaseAttr.Guid == (ulong)info.Guid; _IsSelf.SetActive(isSelf); _BG.overrideSprite = info.IsWin == 1 ? _RedBG : _BlueBG; } }