295 lines
7.2 KiB
C#
295 lines
7.2 KiB
C#
using cfg.ActorCfg;
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using Framework;
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using Gameplay.Net;
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using PhxhSDK;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// 通用道具
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/// </summary>
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public class GenericItem : UIGameObjectWrapper
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{
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/// <summary>
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/// 置灰的灰度
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/// </summary>
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private const float GREY = 0.5f;
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/// <summary>
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/// 正常颜色
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/// </summary>
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private const float NORMAL = 1f;
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#region UI
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/// <summary>
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/// 道具品质
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/// </summary>
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private Image imageQuality;
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/// <summary>
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/// 道具图标
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/// </summary>
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private Image imageIcon;
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/// <summary>
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/// 道具数量背景
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/// </summary>
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private Image imageCount;
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/// <summary>
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/// 道具数量文本
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/// </summary>
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private TMP_Text textCount;
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/// <summary>
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/// 道具按钮
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/// </summary>
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private Button button;
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#endregion
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/// <summary>
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/// 道具配置
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/// </summary>
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private DataItem dataItem;
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/// <summary>
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/// 回调
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/// </summary>
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private Action callbackAction;
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/// <summary>
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/// 是否显示道具数量
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/// </summary>
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public bool IsShowCount
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{
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set
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{
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imageCount.gameObject.IsScaleShow(value);
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}
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}
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/// <summary>
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/// 是否置灰
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/// </summary>
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public bool IsGrey
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{
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set
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{
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if (value)
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{
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imageQuality.color = new Color(GREY, GREY, GREY, imageQuality.color.a);
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imageIcon.color = new Color(GREY, GREY, GREY, imageIcon.color.a);
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imageCount.color = new Color(GREY, GREY, GREY, imageCount.color.a);
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textCount.color = new Color(GREY, GREY, GREY, textCount.color.a);
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}
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else
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{
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imageQuality.color = new Color(NORMAL, NORMAL, NORMAL, imageQuality.color.a);
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imageIcon.color = new Color(NORMAL, NORMAL, NORMAL, imageIcon.color.a);
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imageCount.color = new Color(NORMAL, NORMAL, NORMAL, imageCount.color.a);
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textCount.color = new Color(NORMAL, NORMAL, NORMAL, textCount.color.a);
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}
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}
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}
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/// <summary>
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/// 是否开启按钮
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/// </summary>
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public bool IsEnableButton
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{
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set { button.enabled = value; }
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}
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/// <summary>
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/// 根据GameObject构造
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/// </summary>
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/// <param name="root"></param>
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public GenericItem(GameObject root, Action callback = null) : base(root, false)
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{
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Construct(callback);
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}
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/// <summary>
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/// 根据GameObject克隆并构造
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/// </summary>
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/// <param name="root"></param>
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/// <param name="i"></param>
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public GenericItem(GameObject root, int i, Action callback = null) : base(root, i, false)
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{
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Construct(callback);
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}
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private void Construct(Action callback)
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{
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callbackAction = callback;
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imageQuality = GetComponent<Image>("BaseItem/ItemQuality");
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imageIcon = GetComponent<Image>("BaseItem/ItemIcon");
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imageCount = GetComponent<Image>("BaseItem/ImageCount");
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textCount = GetComponent<TMP_Text>("BaseItem/ImageCount/TextCount");
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button = GetComponent<Button>("BaseItem");
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IsShowCount = false;
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IsGrey = false;
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IsEnableButton = callbackAction != null;
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BindButton(button, OnClick);
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}
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/// <summary>
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/// 设置道具数据
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/// </summary>
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/// <param name="data"></param>
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/// <param name="count"></param>
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public virtual async void SetInfo(DataItem data, int count = 0)
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{
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dataItem = data;
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if (dataItem == null)
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{
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DebugUtil.LogError("空数据");
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return;
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}
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SetCount(count);
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imageIcon.sprite = await AssetManager.Instance.LoadAssetAsync<Sprite>(dataItem.IconPath);
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IsScaleShow = true;
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}
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public virtual async void SetInfo(string iconPath, int count = 0, Action callback = null)
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{
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SetCount(count);
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SetCallback(callback);
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imageIcon.sprite = await AssetManager.Instance.LoadAssetAsync<Sprite>(iconPath);
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IsScaleShow = true;
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}
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/// <summary>
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/// 根据道具id设置道具数据
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/// </summary>
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/// <param name="itemID"></param>
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/// <param name="count"></param>
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public virtual void SetInfo(int itemID, int count = 0)
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{
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DataItem data = TableManager.Instance.Tables.Item.Get(itemID);
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if (data == null)
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{
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DebugUtil.LogError($"道具id错误,错误道具id{itemID}");
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return;
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}
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SetInfo(data, count);
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}
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/// <summary>
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/// 设置回调
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/// </summary>
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public void SetCallback(Action callback)
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{
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callbackAction = callback;
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IsEnableButton = callbackAction != null;
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}
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/// <summary>
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/// 设置道具数量
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/// </summary>
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public void SetCount(int count)
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{
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if (count <= 0)
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{
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IsShowCount = false;
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return;
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}
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textCount.text = count.ToString();
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IsShowCount = true;
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}
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private void OnClick()
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{
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callbackAction?.Invoke();
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}
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}
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/// <summary>
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/// 通用道具,通关奖励
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/// </summary>
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public class GenericItem_PassReward : GenericItem
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{
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/// <summary>
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/// 已获取状态
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/// </summary>
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private GameObject goGet;
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/// <summary>
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/// 首次通关状态
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/// </summary>
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private GameObject goFirstPass;
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/// <summary>
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/// 重复通关状态
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/// </summary>
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private GameObject goNormalPass;
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/// <summary>
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/// 是否已经获取
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/// </summary>
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public bool IsGet
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{
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set
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{
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goGet.IsScaleShow(value);
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IsGrey = value;
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}
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}
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/// <summary>
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/// 是否首次通关
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/// </summary>
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public bool IsFirstPass
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{
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set { goFirstPass.IsScaleShow(value); }
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}
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/// <summary>
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/// 是否重复通关
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/// </summary>
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public bool IsNormalPass
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{
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set { goNormalPass.IsScaleShow(value); }
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}
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public GenericItem_PassReward(GameObject root, Action callback = null) : base(root, callback)
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{
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Construct();
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}
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public GenericItem_PassReward(GameObject root, int i, Action callback = null) : base(root, i, callback)
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{
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Construct();
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}
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private void Construct()
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{
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goGet = FindObj("BaseItem_PassReward/TextAlreadyGet");
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goNormalPass = FindObj("BaseItem_PassReward/LevelNormalPass");
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goFirstPass = FindObj("BaseItem_PassReward/LevelFirstPass");
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IsGet = false;
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IsFirstPass = false;
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IsNormalPass = false;
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}
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/// <summary>
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/// 设置奖励道具数据
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/// </summary>
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/// <param name="rewardItem"></param>
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/// <param name="isGet"></param>
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/// <param name="rewardType"></param>
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public void SetInfo(RewardItem rewardItem, bool isGet = false, ERewardType rewardType = ERewardType.None)
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{
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IsGet = isGet;
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IsFirstPass = rewardType == ERewardType.LevelFirstPassReward;
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IsNormalPass = rewardType == ERewardType.LevelNormalPassReward;
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SetInfo(rewardItem.Data, rewardItem.Count);
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}
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} |