local TaskCell = class("TaskCell", BaseCell) local ICON_BG = {"daily_challenge_bg_6", "daily_challenge_bg_5"} -- local ICON = {"daily_task_1", "daily_task_2"} function TaskCell:refresh(idx, taskInfo, customProgress) local complete = taskInfo.claimed customProgress = customProgress or 0 local uiMap = self:getUIMap() local diffChapter = DataManager.DailyChallengeData:getDiffLv() local cfg = DataManager.DailyChallengeData:getDifficultyCfg(diffChapter) local rewards = cfg.task_daily_reward[idx] or {} local icon = complete and ICON_BG[2] or ICON_BG[1] uiMap["task_cell.bg"]:setSprite(GConst.ATLAS_PATH.DAILY_CHALLENGE, icon) -- icon = complete and ICON[2] or ICON[1] -- uiMap["task_cell.task_icon"]:setSprite(GConst.ATLAS_PATH.DAILY_CHALLENGE, icon) uiMap["task_cell.desc"]:setText(DataManager.DailyChallengeData:getTaskDesc(taskInfo.task_id, true, customProgress)) for i = 1, 3 do local cell = uiMap["task_cell.reward_cell_" .. i]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL) if rewards then cell:setActive(true) cell:refreshByConfig(rewards[i], complete, complete) else cell:setActive(false) end end end return TaskCell