using asap.core; using UI.Wheel; using UnityEngine; namespace UI.HookWheel { public class HookWheelRewardCell : AbstractWheelRewardCell { public RectTransform RewardFlySource; private HookWheelManager _manager; private GameObject done; private GameObject fx_loop_01; private HookWheelManager _Manager => _manager ??= GContext.container.Resolve(); private HookWheelData _data => _Manager?.Data; protected override void Awake() { base.Awake(); fx_loop_01 = gameObject.FindChildGameObject("fx_ui_hookwheel_grandreward_loop")?.gameObject; done = gameObject.FindChildGameObject("done").gameObject; done?.SetActive(false); RewardFlySource = gameObject.FindChildGameObject("icon_target").transform as RectTransform; } public override void SetData(IWheelReward wheelReward) { _wheelReward = wheelReward; } public override void ShowUI() { SetRewardItem(_wheelReward); SetBackground(_wheelReward); fx_loop_01?.SetActive(_wheelReward.Quality == 3); var isDone = _data.ShowProgress.Contains(_wheelReward.Index); done.SetActive(isDone); } protected override string GetBackgroundSprite(IWheelReward reward) { return $"atlas_hookwheel_sp_wheel_shape_{reward.Quality}"; } } }