local CsXTextManager = CS.XTextManager local XUiGridActivityBranchReward = XClass(nil, "XUiGridActivityBranchReward") function XUiGridActivityBranchReward:Ctor(ui) self.GameObject = ui.gameObject self.Transform = ui.transform self:InitAutoScript() self.GridList = {} end function XUiGridActivityBranchReward:SetRootUi(rootUi) self.RootUi = rootUi end function XUiGridActivityBranchReward:Refresh(sectionCfg, curSectionId) local sectionId = sectionCfg.Id self.TxtSection.text = sectionCfg.Name self.TxtLevel.text = CsXTextManager.GetText("ActivityBranchCurLevelDes", sectionCfg.MinLevel, sectionCfg.MaxLevel) self.TxtCur.gameObject:SetActive(curSectionId == sectionId) self.RootUi:SetUiSprite(self.ImgIcon, sectionCfg.Icon) --显示的奖励 local rewards = XRewardManager.GetRewardList(sectionCfg.ShowRewardId) local start = 0 for i, item in ipairs(rewards) do start = i local grid if self.GridList[i] then grid = self.GridList[i] else local ui = CS.UnityEngine.Object.Instantiate(self.GridCommon) grid = XUiGridCommon.New(self.RootUi, ui) grid.Transform:SetParent(self.PanelRewards, false) self.GridList[i] = grid end grid:Refresh(item) grid.GameObject:SetActive(true) end for j = start + 1, #self.GridList do self.GridList[j].GameObject:SetActive(false) end end -- auto -- Automatic generation of code, forbid to edit function XUiGridActivityBranchReward:InitAutoScript() XTool.InitUiObject(self) self:AutoAddListener() end function XUiGridActivityBranchReward:RegisterClickEvent(uiNode, func) if func == nil then XLog.Error("XUiGridActivityBranchReward:RegisterClickEvent函数参数错误:参数func不能为空") return end if type(func) ~= "function" then XLog.Error("XUiGridActivityBranchReward:RegisterClickEvent函数错误, 参数func需要是function类型, func的类型是" .. type(func)) end local listener = function(...) func(self, ...) end CsXUiHelper.RegisterClickEvent(uiNode, listener) end function XUiGridActivityBranchReward:AutoAddListener() end -- auto return XUiGridActivityBranchReward