56 lines
1.5 KiB
C#
56 lines
1.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class PvpResultItem : UIItemBase {
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public Image _HeadIcon;
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public Text _RoleName;
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public Text _KillVal;
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public Text _CureVal;
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public Text _AttackVal;
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public GameObject _WinStreakObj;
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public UIImgText _WinStreakImgText;
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public Image _BG;
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public Sprite _BlueBG;
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public Sprite _RedBG;
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public Sprite _SelfBlueBG;
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public Sprite _SelfRedBG;
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public GameObject _IsSelf;
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public void OnDisable()
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{
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_IsSelf.SetActive(false);
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}
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public override void Show(Hashtable hash)
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{
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base.Show(hash);
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HonorBattlefieldFightFinishPlayerInfo info = (HonorBattlefieldFightFinishPlayerInfo)hash["InitObj"];
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LoadAssetBundle.Instance.SetImageSprite(_HeadIcon, GCGame.Utils.GetProfessionSpriteName(info.Job));
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_RoleName.text = info.Name;
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_KillVal.text = info.killerCount + "";
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_AttackVal.text = info.HurtCount + "";
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_CureVal.text = info.CureCount + "";
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if (info.WinsTimes > 1)
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{
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_WinStreakObj.SetActive(true);
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_WinStreakImgText.text = info.WinsTimes.ToString();
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}
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else
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{
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_WinStreakObj.SetActive(false);
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}
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var isSelf = GameManager.gameManager.PlayerDataPool.MainPlayerBaseAttr.Guid == (ulong)info.Guid;
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_IsSelf.SetActive(isSelf);
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_BG.overrideSprite = info.IsWin == 1 ? _RedBG : _BlueBG;
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}
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}
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