public void SetRewardBtn(MissionStatusPB status) { // //string desc = "回忆奖励"; // if (status == MissionStatusPB.StatusUnclaimed) //未领取 // { // // // desc = "回忆奖励\n可领取"; // _redPoint.SetActive(true); // _rewardBtn.onClick.RemoveAllListeners(); // _rewardBtn.onClick.AddListener(delegate () { // _redPoint.SetActive(false); // ShowReward(); // }); // } // else if (status == MissionStatusPB.StatusBeRewardedWith) //已领取 // { // // desc = "回忆奖励\n(已领取)"; // _redPoint.SetActive(false); // _rewardBtn.onClick.RemoveAllListeners(); // _rewardBtn.onClick.AddListener(delegate () { // FlowText.ShowMessage(I18NManager.Get("Recollection_Hint1"));//("今日奖励已领取!"); // }); // // // } // // // _rewardBtn.transform.GetText("Text").text = desc; // // if (status == MissionStatusPB.StatusUnfinished) //未完成 // { // _rewardBtn.onClick.RemoveAllListeners(); // _rewardBtn.onClick.AddListener(ShowReward); // } }
public void InitData(UserMissionPB userMissionPb) { UserId = userMissionPb.UserId; MissionId = userMissionPb.MissionId; MissionType = userMissionPb.MissionType; Status = userMissionPb.Status; Progress = userMissionPb.Progress; Finish = userMissionPb.Finish; //遇到奇葩的排序要求直接给权重 UpdateMissionPro(Status); }
public ActivityMissionVo(ActivityMissionRulePB rule, UserActivityMissionPB userInfo) { ActivityMissionId = rule.ActivityMissionId; ActivityMissionName = rule.ActivityMissionName; ActivityId = rule.ActivityId; InitReward(rule.Award.ToList()); ActivityMissionDesc = rule.ActivityMissionDesc; JumpTo = rule.JumpTo; Extra = rule.Extra; Status = userInfo.Status; Progress = userInfo.Progress; Finish = userInfo.Finish; UpdateMissionPro(Status); }
public void UpdateMissionPro(MissionStatusPB Status) { switch (Status) { case MissionStatusPB.StatusUnclaimed: MissionPro = 0; break; case MissionStatusPB.StatusUnfinished: MissionPro = 1; break; case MissionStatusPB.StatusBeRewardedWith: MissionPro = 2; break; } }
/// <summary> /// 设置领取状态 /// </summary> /// <param name="status"></param> private void SetState(MissionStatusPB status) { switch (status) { case MissionStatusPB.StatusUnfinished: _getBtn.gameObject.Hide(); _gotoBtn.gameObject.Show(); _finish.Hide(); break; case MissionStatusPB.StatusUnclaimed: _getBtn.gameObject.Show(); _gotoBtn.gameObject.Hide(); _finish.Hide(); break; case MissionStatusPB.StatusBeRewardedWith: _getBtn.gameObject.Hide(); _gotoBtn.gameObject.Hide(); _finish.Show(); break; } }