public MultiGainActivity(ActivitySys mgr, ResWealMultiple config) : base(mgr, config.stCommon)
 {
     this._config = config;
     for (ushort num = 0; num < this._config.wPeriodNum; num += 1)
     {
         MultiGainPhase ap = new MultiGainPhase(this, (uint)num, this._config.astPeriod[(int)num]);
         base.AddPhase(ap);
     }
 }
예제 #2
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 public MultiGainActivity(ActivitySys mgr, ResWealMultiple config) : base(mgr, config.stCommon)
 {
     this._config = config;
     for (ushort i = 0; i < this._config.wPeriodNum; i = (ushort)(i + 1))
     {
         MultiGainPhase ap = new MultiGainPhase(this, i, this._config.astPeriod[i]);
         base.AddPhase(ap);
     }
 }
예제 #3
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 public MultiGainListItem(GameObject node, MultiGainPhase ap)
 {
     this.root        = node;
     this.actvPhase   = ap;
     this.gotoBtn     = Utility.FindChild(node, "Goto");
     this.gotoBtnTxt  = Utility.GetComponetInChild <Text>(this.gotoBtn, "Text");
     this.title       = Utility.GetComponetInChild <Text>(node, "Title");
     this.tips        = Utility.GetComponetInChild <Text>(node, "Tips");
     this.remainTimes = Utility.GetComponetInChild <Text>(node, "RemainTimes");
     this.actvPhase.OnMaskStateChange += new ActivityPhase.ActivityPhaseEvent(this.OnStateChange);
     this.actvPhase.OnTimeStateChange += new ActivityPhase.ActivityPhaseEvent(this.OnStateChange);
 }
 public override void UpdateInfo(ref COMDT_WEAL_UNION actvInfo)
 {
     for (int i = 0; i < base.PhaseList.Count; i++)
     {
         if (i >= actvInfo.stMultiple.UsedCnt.Length)
         {
             break;
         }
         MultiGainPhase multiGainPhase = (MultiGainPhase)base.PhaseList[i];
         multiGainPhase._usedTimes = actvInfo.stMultiple.UsedCnt[i];
         multiGainPhase._NotifyStateChanged();
     }
 }