Files
MinFt/Client/Assets/Scripts/UI/FishingReward/BonusReward.cs
Liubing\LB 3d8d4d18f3 first commit
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
2026-04-28 02:17:22 +08:00

62 lines
2.0 KiB
C#

using asap.core;
using DG.Tweening;
using game;
using GameCore;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BonusReward : MonoBehaviour
{
RewardItemNew[] reward_extra;
List<int> showCount = new List<int>();
List<int> showAddCount = new List<int>();
public void Show()
{
ShowBonusCount(1);
}
public void Show(int magnification)
{
ShowBonusCount(magnification);
}
void ShowBonusCount(int magnification)
{
reward_extra = GetComponentsInChildren<RewardItemNew>(true);
FishingStage fishingStage = GContext.container.ResolveStage("FishingStage") as FishingStage;
List<TargetAddData> itemDatas = fishingStage.q_TargetShowData;
int j = 0;
if (itemDatas != null)
{
for (int i = 0; i < itemDatas.Count; i++)
{
TargetAddData data = itemDatas[i];
if (data.id != 1002 && data.id != 1001)
{
int count = data.addCount / magnification;
showCount.Add(count);
showAddCount.Add(data.addCount - count);
reward_extra[j].SetData(new ItemData() { id = data.id, count = count });
reward_extra[j].gameObject.SetActive(true);
j++;
if (j >= reward_extra.Length)
{
break;
}
}
}
}
gameObject.SetActive(j > 0);
}
public void DOTweenAdd(int magnification, float duration)
{
var progress = 0f;
DOTween.To(() => progress, x => progress = x, 1f, duration).OnUpdate(() =>
{
for (int i = 0; i < showCount.Count; i++)
{
reward_extra[i].text_num.text = $"x{ConvertTools.GetNumberString2((int)(showCount[i] + showAddCount[i] * progress))}";
}
}).SetId("AddCash");
}
}