public void SetData(UserMissionVo vo, MissionRulePB missionPb) { _userMissionVo = vo; _missionPb = missionPb; //missionModel.GetMissionById(vo.MissionId); _titleName.text = _missionPb.MissionDesc; //任务描述 // _activityTime.text ="X"+missionPb.Award.Num.ToString();//这个应该是活力字段获取应该错误了。 _activity.text = _missionPb.Weight.ToString(); // Debug.LogError(_missionPb.MissionDesc); _taskBtn.onClick.RemoveAllListeners(); switch (vo.Status) { case MissionStatusPB.StatusUnfinished: //未完成的状态 _taskState.text = I18NManager.Get("Common_Goto"); _taskBtn.onClick.AddListener(JumpToOnClick); _task.sprite = AssetManager.Instance.GetSpriteAtlas("UIAtlas_Task_gotoBottom"); _taskBtn.gameObject.Show(); _finished.Hide(); break; case MissionStatusPB.StatusUnclaimed: //未领取 _taskState.text = I18NManager.Get("Common_GetReward"); _taskBtn.onClick.AddListener(ReceiveGifts); _task.sprite = AssetManager.Instance.GetSpriteAtlas("UIAtlas_Task_receiveBottom"); _taskBtn.gameObject.Show(); _finished.Hide(); break; case MissionStatusPB.StatusBeRewardedWith: //已完成 _taskBtn.gameObject.Hide(); _finished.Show(); break; } //Debug.LogError(missionPb.Award.Count); for (int i = 0; i < _missionPb.Award.Count; i++) { RewardVo rewardVo = new RewardVo(_missionPb.Award[i]); if (rewardVo.Resource == ResourcePB.Gold) { _gold.text = _missionPb.Award[i].Num.ToString(); } else if (rewardVo.Resource == ResourcePB.Exp) { _rewardName.text = rewardVo.Name; _exp.text = rewardVo.Num.ToString(); } } _progressText.text = (vo.Progress > vo.Finish?vo.Finish:vo.Progress) + "/" + vo.Finish; _taskProgressBar.DeltaX = 0; _taskProgressBar.Progress = (int)((float)vo.Progress / vo.Finish * 100); //根据Vo的状态来修改按钮的显示。 }
public void InitData(MissionRulePB pb) { MissionId = pb.MissionId; MissionName = pb.MissionName; MissionType = pb.MissionType; Award = pb.Award.ToList(); MissionDesc = pb.MissionDesc; JumpTo = pb.JumpTo; }
public static void ShowWindow(MissionRulePB pb, float duration = 0.5f) { _instance._attainmentAwardQueue.Enqueue(pb); if (!_instance._isPlaying) { _instance.ShowWindowAni(duration); } }
public void SetData(UserMissionVo vo, MissionModel missionModel) { _data = vo; _missionPb = missionModel.GetMissionById(vo.MissionId); _titleNameText.text = _missionPb.MissionDesc; //任务名称 SetState(); SetProgress(); SetAwardData(); }
public void SetData(UserMissionVo vo, MissionModel missionModel) { _data = vo; _missionPb = missionModel.GetMissionById(vo.MissionId); _titleNameText.text = _missionPb.MissionDesc; //任务名称 if (vo.IsPreview) { _preview.gameObject.Show(); _gotoTran.gameObject.Hide(); _getTran.gameObject.Hide(); _alreadyGetTran.gameObject.Hide(); } else { _preview.gameObject.Hide(); SetState(); } SetProgress(); SetAwardData(); }