先修复一下,错误的场景 删除不必要的钓场资产 修复into场景 update:更新meta文件,修复报错 update:修复资源 修复第一章节建造 修复建造第三章 update:删除多余内容 update:更新README.md update:还原图标 update:更新README update:更新配置
62 lines
1.8 KiB
C#
62 lines
1.8 KiB
C#
using GameCore;
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using System.Collections.Generic;
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using UnityEngine;
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public class target_reward_bar_1 : target_reward_bar
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{
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public GameObject reward_1x1;
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public GameObject reward_1x2;
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public RewardItemNew reward1;
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public RewardItemNew reward11;
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public RewardItemNew reward12;
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public RewardItemNew reward2;
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private void Awake()
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{
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reward1.btn_click.onClick.AddListener(() => OnClickReward(0));
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reward11.btn_click.onClick.AddListener(() => OnClickReward(0));
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reward12.btn_click.onClick.AddListener(() => OnClickReward(0));
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reward2.btn_click.onClick.AddListener(() => OnClickReward(1));
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}
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public override void SetReceived1(bool received)
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{
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reward1.SetReceived(received);
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reward1.btn_click.enabled = false;
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reward11.SetReceived(received);
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reward11.btn_click.enabled = false;
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reward12.SetReceived(received);
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reward12.btn_click.enabled = false;
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}
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public override void SetReceived2(bool received)
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{
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reward2.SetReceived(received);
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reward2.btn_click.enabled = false;
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}
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public override void SetReward(List<ItemData> datas1, List<ItemData> datas2)
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{
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reward_1x1.SetActive(datas1.Count == 1);
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reward_1x2.SetActive(datas1.Count != 1);
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if (datas1.Count == 1)
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{
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reward1.SetData(datas1[0], forceLight: true);
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reward1.id = 0;
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}
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if (datas2.Count > 0)
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{
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reward2.SetData(datas2[0], forceLight: true);
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reward2.id = 0;
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}
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if (datas1.Count != 1)
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{
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reward11.SetData(datas1[0], forceLight: true);
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reward11.id = 0;
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reward12.SetData(datas1[1], forceLight: true);
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reward12.id = 0;
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}
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}
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}
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