local XUiGridRiftJumpRes = XClass(nil, "XUiGridRiftJumpRes") function XUiGridRiftJumpRes:Ctor(ui, xFightLayer, rootUi) self.GameObject = ui.gameObject self.Transform = ui.transform self.XFightLayer = xFightLayer self.RootUi = rootUi XTool.InitUiObject(self) self.GridRewardList = {} self:Refresh() end function XUiGridRiftJumpRes:Refresh() self.TxtDepth.text = self.XFightLayer:GetId().."km" local rewardId = self.XFightLayer:GetConfig().RewardId if rewardId > 0 then local rewards = XRewardManager.GetRewardList(rewardId) for i, item in ipairs(rewards) do local grid = self.GridRewardList[i] if not grid then local ui = CS.UnityEngine.Object.Instantiate(self.Grid256, self.Grid256.parent) grid = XUiGridCommon.New(self.RootUi, ui) self.GridRewardList[i] = grid end grid:Refresh(item) grid.GameObject:SetActive(true) end end end return XUiGridRiftJumpRes