using UnityEngine; using UnityEngine.UI; using System.Collections; using System.Collections.Generic; using GCGame.Table; using Games.Mission; using Games.Events; using Games.Item; public class EquipChangeAttrItem : UIItemBase { #region public class ChangeAttrInfo { public string PropName; public int PropOrgValue; public int PropNewValue; } #endregion public Text _PropName; public Text _PropValueOrg; public Text _PropValueNew; public GameObject _ArrowUp; public GameObject _ArrowDown; private ChangeAttrInfo _ChangeAttr; public override void Show(Hashtable hash) { base.Show(); _ChangeAttr = (ChangeAttrInfo)hash["InitObj"]; ShowAttr(); } public void ShowAttr() { _PropName.text = _ChangeAttr.PropName; _PropValueOrg.text = _ChangeAttr.PropOrgValue.ToString(); if (_ChangeAttr.PropNewValue > _ChangeAttr.PropOrgValue) { _PropValueNew.text = StrDictionary.GetClientDictionaryString("#{5528}") + _ChangeAttr.PropNewValue.ToString() + ""; _ArrowUp.gameObject.SetActive(true); _ArrowDown.gameObject.SetActive(false); } else { _PropValueNew.text = StrDictionary.GetClientDictionaryString("#{5529}") + _ChangeAttr.PropNewValue.ToString() + ""; _ArrowUp.gameObject.SetActive(false); _ArrowDown.gameObject.SetActive(true); } } }