local XUiGridAutoFightRewardLine = XClass(nil, "XUiGridAutoFightRewardLine") function XUiGridAutoFightRewardLine:Ctor(ui) self.GameObject = ui.gameObject self.Transform = ui.transform XTool.InitUiObject(self) self.GridReward.gameObject:SetActiveEx(false) self.RewardGrids = {} end function XUiGridAutoFightRewardLine:InitRootUi(rootUi) self.RootUi = rootUi end function XUiGridAutoFightRewardLine:Refresh(sweepRewards, index, isShow) self.TxtOrder.text = index < 10 and "0" .. index or index local rewardGoodsList = sweepRewards.RewardGoods or {} local rewards = XRewardManager.MergeAndSortRewardGoodsList(rewardGoodsList) for idx, item in ipairs(rewards) do local grid = self.RewardGrids[idx] if not grid then local ui = CS.UnityEngine.Object.Instantiate(self.GridReward) grid = XUiGridCommon.New(self.RootUi, ui) grid.Transform:SetParent(self.PanelRewardContent, false) grid.GameObject:SetActiveEx(true) self.RewardGrids[idx] = grid end grid:Refresh(item, nil, nil, true) end for i = #rewards + 1, #self.RewardGrids do self.RewardGrids[i].GameObject:SetActiveEx(false) end if isShow then self:Show() end end function XUiGridAutoFightRewardLine:Show() self.Root.gameObject:SetActiveEx(true) end return XUiGridAutoFightRewardLine