using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using GCGame.Table; public class PrivilegePerMissionAttrDescItem : MonoBehaviour { public List _BGSpriteList; public Image _BG; private List attrItemList; public Text _TypeName; public void InitItem(int _FuncId, int _Index) { _BG.overrideSprite = _BGSpriteList[_Index % 2]; if (attrItemList == null) { attrItemList = new List(); for(int index = 0; index < gameObject.GetComponentsInChildren().Length; index++) { attrItemList.Add(gameObject.GetComponentsInChildren()[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); } } }