using UnityEngine; using System.Collections; using UnityEngine.UI; using System; using GCGame.Table; public class AucationSelfRecordItem : MonoBehaviour { public Sprite[] BG; //循环交替背景 public Image mBG; public Text time; public Text itemName; public Image moneyIcon; public Text costMoney; public void InitItem(int endTime, int snatchId, int putintoCount, int index) { mBG.overrideSprite = BG[index % 2]; var _EndTime = GCGame.Utils.GetServerDateTime(endTime); //System.DateTime startTime = TimeZone.CurrentTimeZone.ToLocalTime(new System.DateTime(1970, 1, 1)); // 当地时区 //DateTime end = GCGame.Utils.GetServerDateTime().AddSeconds(endTime); time.text = _EndTime.Year + "-" + _EndTime.Month + "-" + _EndTime.Day; Tab_SnatchTreasure snatchTab = TableManager.GetSnatchTreasureByID(snatchId, 0); if(snatchTab == null) { return; } Tab_CommonItem commonItem = TableManager.GetCommonItemByID(snatchTab.ItemId, 0); if(commonItem == null) { return; } itemName.text = commonItem.Name + "X" + snatchTab.ItemNum; //设置金钱类型 LoadAssetBundle.Instance.SetImageSprite(moneyIcon, UICurrencyItem.GetCurrencySprite((MONEYTYPE)snatchTab.BetMoneyType)); costMoney.text = (putintoCount * snatchTab.MoneyNumPerBet).ToString(); } }