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。 }
private void OnReceiveReward(UserMissionVo vo) { if (vo.Status == MissionStatusPB.StatusUnclaimed) { LoadingOverlay.Instance.Show(); // Debug.LogError("StatusUnclaimed"); curMissionTypePb = vo.MissionType; // Debug.LogError(vo.MissionId+" "+vo.MissionType); var buffer = NetWorkManager.GetByteData(new MissionAwardsReq() { MissionId = vo.MissionId, MissionType = vo.MissionType }); NetWorkManager.Instance.Send <MissionAwardsRes>(CMD.MISSION_AWARDS, buffer, OnGetAwardCallBack); } }
// private void OnGoBackToMain() // { // ModuleManager.Instance.GoBack(); // } // // // private void OnJumpToBuyWindow(string str) // { // int temp = 0; // // switch (str) // { // case "BuyEnergy": // temp = PropConst.PowerIconId; // QuickBuy.BuyGlodOrPorwer(temp, PropConst.GemIconId); // break; // case "BuyGold": // temp = PropConst.GoldIconId; // QuickBuy.BuyGlodOrPorwer(temp, PropConst.GemIconId); // break; // case "BuyEncouragePower": // temp = PropConst.EncouragePowerId; // QuickBuy.BuyGlodOrPorwer(temp, PropConst.GemIconId); // break; // // } // // //要等待他们购买金币成功的时候才需要返回! // // } private void ReceiveItemReward(UserMissionVo vo) { if (vo.Status == MissionStatusPB.StatusUnclaimed) { LoadingOverlay.Instance.Show(); // Debug.LogError("StatusUnclaimed"); _curPlayerPb = _missionModel.GetMissionById(vo.MissionId).Player; // Debug.LogError(vo.MissionId+" "+vo.MissionType); _replaceId = vo.MissionId; var buffer = NetWorkManager.GetByteData(new MissionAwardsReq() { MissionId = vo.MissionId, MissionType = vo.MissionType }); NetWorkManager.Instance.Send <MissionAwardsRes>(CMD.MISSION_AWARDS, buffer, OnGetAwardCallBack, OnGetAwardError); } }