限时礼包的文案描述
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commit
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@ -9844,7 +9844,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &6176893569939801487
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--- !u!224 &6176893569939801487
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RectTransform:
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RectTransform:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -39021,7 +39021,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: -19.3}
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m_AnchoredPosition: {x: -147, y: -80}
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m_SizeDelta: {x: 1080, y: 191.6}
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m_SizeDelta: {x: 1080, y: 191.6}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1344780566390581011
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--- !u!222 &1344780566390581011
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@ -41,6 +41,8 @@ function this:InitComponent()
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this.UI_effect_DailyRechargePanel_particle = Util.GetGameObject(self.gameObject, "bg1/UI_effect_DailyRechargePanel_particle")
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this.UI_effect_DailyRechargePanel_particle = Util.GetGameObject(self.gameObject, "bg1/UI_effect_DailyRechargePanel_particle")
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this.times = Util.GetGameObject(self.gameObject,"show/timesLeft"):GetComponent("Text")
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this.times = Util.GetGameObject(self.gameObject,"show/timesLeft"):GetComponent("Text")
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this.tip = Util.GetGameObject(self.gameObject,"show/tip"):GetComponent("Text")
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this.tip = Util.GetGameObject(self.gameObject,"show/tip"):GetComponent("Text")
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this.desImage = Util.GetGameObject(self.gameObject,"Image")
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end
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end
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--绑定事件(用于子类重写)
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--绑定事件(用于子类重写)
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@ -196,8 +198,10 @@ function this:Refresh()
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curGiftId = rechargeData.goodsId
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curGiftId = rechargeData.goodsId
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if curType == 1 then
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if curType == 1 then
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this.tip.text = string.format(activityType[curType].Text,RechargeConfig[curGiftId].Desc)
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this.tip.text = string.format(activityType[curType].Text,RechargeConfig[curGiftId].Desc)
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this.desImage:SetActive(false)
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else
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else
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this.tip.text = string.format(activityType[curType].Text)
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this.tip.text = string.format(activityType[curType].Text)
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this.desImage:SetActive(true)
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end
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end
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this.arrowsLeft:SetActive(num > 1)
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this.arrowsLeft:SetActive(num > 1)
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