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JJBB/Assets/Project/Script/LuaScripts/UI/Lua/Copy/ZiJinYop/LiatAwardGet.txt
2024-08-23 15:49:34 +08:00

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local Util = require("Util")
local LuaUtils = require("LuaUtil")
require("LuaItemBase")
LiatAwardGet = LuaItemBase:new()
local UnityEngine = CS.UnityEngine
local Table_ForbiddenTopRankAward = require("Table_ForbiddenTopRankAward")
local _minghou
local _ming
local _zi
local _hong
local _lan
local _RankMax
local _RankMin
local _awardContainer
function LiatAwardGet.Awake( ... )
_awardContainer = awardContainer:GetComponent('UIContainerBase')
_RankMin = RankMin:GetComponent("UIImgText")
_RankMax = RankMax:GetComponent("UIImgText")
_lan = lan:GetComponent("Transform")
_hong = hong:GetComponent("Transform")
_zi = zi:GetComponent("Transform")
_ming = ming:GetComponent("Transform")
_minghou = minghou:GetComponent("Transform")
_ming.gameObject:SetActive(true)
_minghou.gameObject:SetActive(false)
end
function LiatAwardGet.ShowWithTab( data )
TableId = data
subNodeTab = Table_ForbiddenTopRankAward[TableId]
_RankMin.text = subNodeTab.RankMin
_RankMax.text = subNodeTab.RankMax
itemDataList = {}
for index = 1, #subNodeTab.AwardId do
if subNodeTab.AwardId[index] ~= -1 then
local itemData = {}
itemData["type"] = subNodeTab.AwardId[index]
itemData["subType"] = subNodeTab.AwardSubId[index]
itemData["num"] = subNodeTab.AwardCount[index]
table.insert( itemDataList, itemData)
end
end
_awardContainer:InitContentItemL2L(itemDataList)
if TableId == #Table_ForbiddenTopRankAward then
_RankMax.gameObject:SetActive(false)
_ming.gameObject:SetActive(false)
_minghou.gameObject:SetActive(true)
end
if subNodeTab.RankMin == subNodeTab.RankMax then
_RankMax.gameObject:SetActive(false)
end
if TableId % 2 == 0 then
_lan.gameObject:SetActive(false)
_hong.gameObject:SetActive(false)
_zi.gameObject:SetActive(true)
end
if TableId%3 == 0 then
_lan.gameObject:SetActive(false)
_hong.gameObject:SetActive(true)
_zi.gameObject:SetActive(false)
end
if TableId % 2 ~= 0 and TableId%3 ~= 0 then
_lan.gameObject:SetActive(true)
_hong.gameObject:SetActive(false)
_zi.gameObject:SetActive(false)
end
end