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;
    }


}