private bool ShowEffect() { List <ChapterAwardConfig> starAwardList = new List <ChapterAwardConfig>(); foreach (var item in ChapterAwardConfigLoader.Data) { if (item.Value.Degree == (int)PVEManager.Instance.ChapterType && item.Value.ChapterID == _chapterID) { starAwardList.Add(item.Value); } } for (int i = 0; i < 3; ++i) { if (i >= starAwardList.Count) { continue; } ChapterAwardConfig cfg = starAwardList[i]; int curStar = PVEManager.Instance.GetChapterStar(_chapterID, PVEManager.Instance.ChapterType); if (!PVEManager.Instance.HasChapterAward(_chapterID, PVEManager.Instance.ChapterType, i) && curStar >= cfg.Star) { // 有可领取的奖励 return(true); } } return(false); }
private void RefreshItem(int index) { if (index >= _starAwardList.Count) { return; } foreach (var item in ChapterAwardConfigLoader.Data) { if (item.Value.Degree == (int)PVEManager.Instance.ChapterType && item.Value.ChapterID == _chapterID) { _starAwardList.Add(item.Value); } } ChapterAwardConfig cfg = _starAwardList[index]; List <AwardInfo> awardList = AwardManager.Instance.GetAwardList(cfg.Award); for (int i = 0; i < 3; ++i) { int newIndex = index * 3 + i; if (i >= awardList.Count) { // 没有这个物品 _itemList[newIndex].gameObject.SetActive(false); } else { _itemList[newIndex].gameObject.SetActive(true); _itemList[newIndex].SetInfo(awardList[i].ItemID, awardList[i].ItemCount); } } _txtAwardStar[index].text = cfg.Star.ToString(); _imgHasAward[index].gameObject.SetActive(false); _txtNotAward[index].gameObject.SetActive(false); _btnAward[index].gameObject.SetActive(false); int curStar = PVEManager.Instance.GetChapterStar(_chapterID, PVEManager.Instance.ChapterType); if (PVEManager.Instance.HasChapterAward(_chapterID, PVEManager.Instance.ChapterType, index)) { // 不可领取 if (curStar >= cfg.Star) { // 已经领取 _imgHasAward[index].gameObject.SetActive(true); } else { // 未达成 _txtNotAward[index].gameObject.SetActive(true); } } else { // 可以点击领取 _btnAward[index].gameObject.SetActive(true); } }