using asap.core; using cfg; using game; using GameCore; using System.Collections.Generic; using TMPro; using tysdk; using UnityEngine; using UnityEngine.UI; using UnityNative.Sharing; public class EventInviteFriends : MonoBehaviour { private IUnityNativeSharing adapter; Button btn_close; Button btn_mask; Button btn_questionmark; Image bar; GameObject scale; TMP_Text text_num; RewardItemNew bigReward; float rewardWidth; RewardItemNew[] smallReward; Button btn_invite_link; Button btn_invite_fb; string inviteLink; List invites; int maxNum; int maxIndex; Tables tables; PlayerItemData playerItemData; FriendService friendService; private void Awake() { friendService = GContext.container.Resolve(); playerItemData = GContext.container.Resolve(); tables = GContext.container.Resolve(); invites = tables.TbInvite.DataList; maxIndex = invites.Count - 1; maxNum = invites[maxIndex].NumInvite; btn_close = transform.Find("btn_close").GetComponent