using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.UI; public class UIHome_BY_VIPPanel : SubUIBase { [Header("VIP等级-名字-介绍")] public TextMeshProUGUI txt_VIPLevel; public TextMeshProUGUI txt_VIPUpLeaveLabel; public TextMeshProUGUI txt_VIPContent; public TextMeshProUGUI txt_VIPEXP; public Slider EXP; [Header("Vip等级选项")] public Toggle btn_LeaveItemPrefab; public Transform btn_LeaveItemParent; [Header("Vip领取奖励选项")] public GameObject btn_AwardItemPrefab; public Transform btn_AwardItemParent_Top; public Transform btn_AwardItemParent_Bottom; public TextMeshProUGUI txt_VIPNUnlock; public TextMeshProUGUI txt_VIPNFreeGift; public Button btn_Award_Get; int vipLevel = 0; public override void Awake() { base.Awake(); } protected override void OnInit() { base.OnInit(); var vipDatas = GameManager.Instance.gameConfig.vipLevelConfigs; } public void UpdateVIPPanel(int level) { var vipDatas = GameManager.Instance.gameConfig.vipLevelConfigs; foreach (var item in vipDatas) { if (level == item.level) { txt_VIPUpLeaveLabel.text = $"再充值 {item.remark} 元即可升级至贵族{item.level}"; txt_VIPContent.text = item.remark; } } } public void Start() { } private void OnClose() { } protected override void OnShow(object args = null) { base.OnShow(args); var vip = GameManager.Instance.user.assets; var vipEX = GameManager.Instance.user.@static; var vipDatas = GameManager.Instance.gameConfig.vipLevelConfigs; vipLevel = vip.vipLevel; foreach (var item in vipDatas) { if (vipLevel == item.level) { EXP.maxValue = item.expMax; EXP.minValue = item.expMin; EXP.value = (float)vipEX.totalRecharge; txt_VIPEXP.text = $"{vipEX.totalRecharge*10}/{item.expMax*10}"; txt_VIPLevel.text = $"{vip.vipLevel}"; UpdateVIPPanel(item.level); } } } }