using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.UI; public class HistoryPanel : BasePanel { public Button returnBtn; public List KillTimesList;//100次击杀统计 public GameObject historyItemPre;//物品预制体 public Transform ItemPreGrid;//预制体生成后的父物体 public List ItemList; public TextMeshProUGUI throwEggText;//投入蜗牛蛋的文本 public TextMeshProUGUI getEggText;//获得蜗牛蛋的文本 public GameObject JournalPanelPre;//用户参与面板预制体 public Transform JournParent;//用户参与面板父物体 public override void Start() { base.Start(); returnBtn.onClick.AddListener(OnClickReBtn); } public void OnClickReBtn() { HidePanel(); } public void SetKilledText(gameEscapeRoomKillCountResponseVo gameKill)//近100次被杀记录的文本修改方法 { for (int i=0;i gameData)//创建参与历史记录 { foreach (dataList item in gameData) { JournalPanelPre.GetComponent().gameNoText.text = item.gameNo+"期"; JournalPanelPre.GetComponent().betText.text = item.bet.ToString(); JournalPanelPre.GetComponent().roomNo = item.roomNo; JournalPanelPre.GetComponent().roomNameKillText.text = item.roomNoKill; JournalPanelPre.GetComponent().beansCoinText.text = item.beansCoin.ToString(); JournalPanelPre.GetComponent().createTimeText.text = item.createTime; JournalPanelPre.GetComponent().outcome=item.outcome; Instantiate(JournalPanelPre, JournParent); } } public void SetKillHouse(gameEscapeModel gameEscapeModelList)//记录近10次被击杀的房间 { string[] parts = gameEscapeModelList.roomNoKill.Split(","); // 根据 ',' 分割字符串d Debug.Log("jiijojjiijjiijijij" + gameEscapeModelList.roomNoKill+"---------------"); foreach (string part in parts) { foreach (HistoryItem item in KillTimesList) { if (item.roomNo==int.Parse(part)) { historyItemPre.GetComponent().nameTextPro.text = item.nameTextPro.text;//房间名字 historyItemPre.GetComponent().TextPro.text = gameEscapeModelList.gameNo+"期";//期号 historyItemPre.GetComponent().image.sprite=item.sprite;//背景图片 if (ItemList.Count>10) { for (int i=0;i<10;i++) { Destroy(ItemList[i]); ItemList.Remove(ItemList[i]); } } ItemList.Add(Instantiate(historyItemPre, ItemPreGrid)); //break; } } } } }