예제 #1
0
    public void UpdateItem(GengXinYouLi data)
    {
        if (!this.m_bInited)
        {
            base.AwakeBase(BindingContext.BindingContextMode.MonoBinding, false);
        }
        this.Data = data;
        if (this.Data == null || this.Data.ItemId.get_Count() != this.Data.ItemNum.get_Count())
        {
            Debug.Log("<color=red>Error:</color>[有礼更新]GengXinYouLi配置数据异常");
            return;
        }
        this.mLastPack = DataReader <ResourceSplit> .Get(this.Data.FinishPar - 1);

        if (this.mLastPack == null)
        {
            Debug.Log("<color=red>Error:</color>[有礼更新]ResourceSplit配置数据异常");
            return;
        }
        this.Pack = DataReader <ResourceSplit> .Get(this.Data.FinishPar);

        if (this.Pack == null)
        {
            Debug.Log("<color=red>Error:</color>[有礼更新]ResourceSplit配置数据异常");
            return;
        }
        UIHelper.GetText(base.get_transform(), "txTitle").set_text(string.Format(GameDataUtils.GetChineseContent(513143, false), OperateActivityManager.Instance.SwitchChineseNumber(this.mLastPack.ID)));
        UIHelper.GetText(base.get_transform(), "txMaxLv").set_text(string.Format(GameDataUtils.GetChineseContent(513144, false), this.mLastPack.LvLimit));
        using (List <UpdateAcInfo> .Enumerator enumerator = OperateActivityManager.Instance.LocalUpdateGiftInfos.GetEnumerator())
        {
            while (enumerator.MoveNext())
            {
                UpdateAcInfo current = enumerator.get_Current();
                if (current.acId == this.Data.Id)
                {
                    this.IsOnlyLocalDownload = (current.status != UpdateAcInfo.AcStep.STEP.Ready && this.Data.FinishPar > OperateActivityManager.Instance.CurrentVersion);
                    break;
                }
            }
        }
        this.Status = UpdateAcInfo.AcStep.STEP.Ready;
        this.Size   = this.Pack.SizeMbit;
    }
예제 #2
0
 void Start()
 {
     //needed because panels and slots are rendered in the order they are set in hierarchy
     //temp parent is InventoryCanvas
     _tempParent = transform.parent.parent.parent;
     _startParent = transform.parent;
     _playerInventoryRef = _startParent.GetComponent<InventorySlot>()._inventoryRef;
     _itemInfo = _playerInventoryRef._itemInfoList[_inSlotNum - 1]._itemInfo;
     _resourceSplitScript = _playerInventoryRef._resourceSplitObject.GetComponent<ResourceSplit>();
 }