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);
}
}
}
}