/// <summary> /// 初始化数据 /// </summary> public void InitLevelRewardData() { List <LevelUpRewardData> tlevelRewardData = Core.Data.ActivityManager.GetLeveRewardDataList(); maxLvLimit = (int)Core.Data.playerManager.Lv / 5; if (RewardColList != null || RewardColList.Count != 0) { levelObjPanel.gameObject.SetActive(true); } if (RewardColList.Count == 0) { for (int i = 0; i < colNum; i++) { SpawnItem(); } for (int i = 0; i < colNum; i++) { LvCollection tLvCollectionD = new LvCollection(tlevelRewardData[i].level, tlevelRewardData[i].tLvReward, tlevelRewardData[i].reward, this.RefreshItemState(i, maxLvLimit)); RewardColList [i].SetItemValue(tLvCollectionD); } } else { for (int i = 0; i < colNum; i++) { LvCollection tLvCollectionD = new LvCollection(tlevelRewardData[i].level, tlevelRewardData[i].tLvReward, tlevelRewardData[i].reward, this.RefreshItemState(i, maxLvLimit)); RewardColList [i].SetItemValue(tLvCollectionD); } } Invoke("AutoMoveToCanGet", 0.2f); }
public void SetItemValue(object obj) { collectionData = obj as LvCollection; if (collectionData != null) { levelNum = collectionData.level; curLvColState = collectionData.CollectionState; for (int i = 0; i < colItemList.Count; i++) { CollectionItem tItem = new CollectionItem(collectionData.reward [i][0], collectionData.reward [i][1], curLvColState); colItemList[i].SetItemValue((object)tItem); } } else { levelNum = 5; for (int i = 0; i < colItemList.Count; i++) { colItemList[i].SetItemValue(null); colItemList[i].curItemState = CollectionState.LockReward; colItemList[i].Refresh(); } } Refresh(); }