local baseCell = autoImport("BaseCell") EndlessTowerCell = class("EndlessTowerCell", baseCell) function EndlessTowerCell:Init() EndlessTowerCell.super.Init(self) self:FindObjs() self:AddCellClickEvent() end function EndlessTowerCell:FindObjs() self.curFloor = self:FindGO("curFloor"):GetComponent(UILabel) self.bg = self.gameObject:GetComponent(UIMultiSprite) self.MaxLayer=self:FindGO("MaxLayer") end function EndlessTowerCell:SetData(data) self.data = data; self.gameObject:SetActive(data ~= nil) if(data)then self.MaxLayer:SetActive(false) self.curFloor.text= string.format( ZhString.EndlessTower_layer , tostring(data) ) if(TeamProxy.Instance:IHaveTeam())then local layers = EndlessTowerProxy.Instance.leaderLayersDic if(layers)then self.myData=layers[data] end if(data==EndlessTowerProxy.Instance.leaderOldmaxlayer)then self.MaxLayer:SetActive(true) end else local layers = EndlessTowerProxy.Instance.myLayersInfo if(layers)then self.myData=layers[data] end if(data==EndlessTowerProxy.Instance.historyMaxLayer)then self.MaxLayer:SetActive(true) end end if(EndlessTowerProxy.Instance:IsCurLayerCanChallenge(data))then self.bg.color = Color(1,1,1,1) if(self.myData)then if(not self.myData.rewarded)then -- print("not rewarded") self.bg.CurrentState = 0 else -- print("rewarded") self.bg.CurrentState = 1 end else print("default not rewarded") self.bg.CurrentState = 0 end else self:SetTextureGrey( self.bg.gameObject ) self.bg.CurrentState = 0 end end end