using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using GCGame.Table; public class ChildRenicarNationItem : CommonItem_Base { public int _ItemIndex; public Text _ItemCountDesc; private static CNode _CurChildData = null; public override void OnEnable() { base.OnEnable(); InitItem(); } public override void InitItem(int itemId = -1, int itemCount = 0) { _CurChildData = GetChildData(); if (_CurChildData == null) { gameObject.SetActive(false); return; } gameObject.SetActive(true); var childStateTypeTab = GameManager.gameManager.PlayerDataPool.ChildData.GetChildStateTypeTab(_CurChildData); _ItemId = childStateTypeTab.GetRenicarNationItemIdbyIndex(_ItemIndex); base.InitItem(_ItemId); } public CNode GetChildData() { if (ChildRenicarNationPanel.Instance) return ChildData.GetChildByIndex(ChildRenicarNationPanel.Instance.CurSelectChildIndex); else return null; } public override void RefreshItemRemainCount() { base.RefreshItemRemainCount(); if(ChildRenicarNationPanel.Instance) { if(_CurChildData == null) { gameObject.SetActive(false); return; } var childStateTypeTab = GameManager.gameManager.PlayerDataPool.ChildData.GetChildStateTypeTab(_CurChildData); var itemNeedVal = childStateTypeTab.GetRenicarNationItemValbyIndex(_ItemIndex); _ItemCountDesc.EnsureVal(itemNeedVal + "/" + _ItemRemainCount); } } //这边需要在子女等级变化的时候进行刷新 public override void Refresh() { GetChildData(); if (_CurChildData == null) { gameObject.SetActive(false); return; } RefreshItemRemainCount(); } }