private async void SubmintDealCallback(SCSubmintDeal sCSubmintDeal) { if (sCSubmintDeal == null) { _butSubmint.interactable = true; return; } _showAwardDatas.Clear(); _curDealType = _currDeal.DealType; //发放奖励 道具入库 for (int i = 0; i < _currDeal.DealAwardInfo.Count; i++) { //需要展示的物品 CSWareHouseStruct cSWareHouseStruct = new CSWareHouseStruct(); cSWareHouseStruct.GoodId = _currDeal.DealAwardInfo[i].GoodId; cSWareHouseStruct.GoodNum = _currDeal.DealAwardInfo[i].GoodNum; cSWareHouseStruct.IsLock = true; _showAwardDatas.Add(cSWareHouseStruct); var item = StaticData.configExcel.GetGameItemByID(cSWareHouseStruct.GoodId); var itemSprite = await ABManager.GetAssetAsync <Sprite>(item.Icon); //世界坐标转换为屏幕坐标 var pos = Camera.main.WorldToScreenPoint(transform.position); StaticData.OpenPickupItemEffectNew(itemSprite, 0.35f, pos, cSWareHouseStruct.GoodId, cSWareHouseStruct.GoodNum, null /*PickUpItemEffectComplete*/); } //移除需要的物品 for (int i = 0; i < _currDeal.DealNeedGoods.Count; i++) { StaticData.UpdateWareHouseItem(_currDeal.DealNeedGoods[i].GoodId, _currDeal.DealNeedGoods[i].GoodNum * -1); } //更新完成订单数 int dealLevel = (int)_currDeal.DealType - 1; dealLevel = dealLevel >= 0 ? dealLevel : 0; StaticData.AddDealCompleteValue(dealLevel); //更新订单数据 _currDeal = sCSubmintDeal.NewDealInfo; StaticData.UpdateDeal(_currDeal); //道具入库 ItemPropsWarehousing(); }
public void ScrollCellIndex(int idx) { // Init(); //获取订单数据 _currDeal = null; if (StaticData.playerInfoData.CurrDeals.DealInfo.Count > idx) { _currDeal = StaticData.playerInfoData.CurrDeals.DealInfo[idx]; } //添加监听 if (UIDealController.Instance != null) { UIDealController.Instance.RefreshNotify -= DealControllerNotifyRefreshShow; UIDealController.Instance.RefreshNotify += DealControllerNotifyRefreshShow; } UpdateShow(true); }