private void SetBtn(SpriteForBenefits mBtn, BenefitsInfo mBenefitsInfo) { mBtn.benefitsType = mBenefitsInfo.benefitsType; mBtn.benefitsValue = mBenefitsInfo.benefitsValue; switch (mBenefitsInfo.benefitsType) { case BenefitsType.Gold: mBtn.lblNum.text = mBenefitsInfo.benefitsValue; mBtn.spriteBenefits.spriteName = "Gold"; break; case BenefitsType.BloodStone: mBtn.lblNum.text = mBenefitsInfo.benefitsValue; mBtn.spriteBenefits.spriteName = "Bloodstone"; break; case BenefitsType.Item: string[] strTemp = mBenefitsInfo.benefitsValue.Split(','); mBtn.lblNum.text = strTemp[1]; object[] parms = new object[2]; parms[0] = mBenefitsInfo.benefitsValue; parms[1] = mBtn.spriteBenefits; invMaker.SendMessage("SpriteName", parms, SendMessageOptions.DontRequireReceiver); break; } mBtn.gameObject.SetActiveRecursively(true); }
public void OnClick() { btnBenefitsEnter.dailyBenefitsType = this.dailyBenefitsType; yuan.YuanClass.SwitchList(panelSelect.listPanel, false, true); yuan.YuanClass.SwitchListOnlyOne(panelSelect.listPanel, num, true, true); GetFund(); numTemp = 0; if (num == 3) { lblTitle.text = myTitle.text; lblText.text = string.Format("{0}\n{1}", StaticLoc.Loc.Get("info830"), StaticLoc.Loc.Get("info829")); lblTime.text = myTime; foreach (SpriteForBenefits item in listSprite) { if (item) { item.gameObject.SetActiveRecursively(false); } } foreach (BenefitsInfo item in listBenefitsInfo) { if (listSprite.Count > numTemp) { SetBtn(listSprite[numTemp], item); } else { if (!isOne && grid != null) { SpriteForBenefits tempBtn = ((GameObject)Instantiate(spriteForBenefits)).GetComponent <SpriteForBenefits>(); tempBtn.transform.parent = grid.transform; tempBtn.transform.localPosition = Vector3.zero; tempBtn.transform.localScale = new Vector3(1, 1, 1); SetBtn(tempBtn, item); listSprite.Add(tempBtn); //isOne = true; } } numTemp++; } //grid.repositionNow = true; } if (null != this.myToggle) { this.myToggle.value = true; } }