Beispiel #1
0
 public void ShowUnitList(List <Unit> list, BattlefieldUiIndex uiIndex)
 {
     if (IsInit)
     {
         table.ClreanTable(false);
     }
     Init();
     TableCell[] row = new TableCell[6];
     foreach (var item in list)
     {
         if (item == null)
         {
             continue;
         }
         //row[0] = table.CreateInputFieldTableCell(item.Setting.Name);
         UnitSummaryData data = item.GetSummary();
         row[0] = table.CreateTableButtonCell(data.name, (cell) => { uiIndex.ShowInfoWindow(data.name + ":\n" + item.Setting.Introduce); });
         row[1] = table.CreateInputFieldTableCell(data.Hp + "");
         row[2] = table.CreateInputFieldTableCell(data.Ad + "");
         row[3] = table.CreateInputFieldTableCell(data.Ed + "");
         row[4] = table.CreateInputFieldTableCell(data.Count + "/" + data.AllCount + "");
         row[5] = table.CreateInputFieldTableCell(data.Morale + "");
         for (int i = 1; i < 6; i++)
         {
             ((TableInputFieldCell)row[i]).SetRacastTarget(false);
         }
         //row[3] = table.CreateTableButtonCell("详情", (cell) => { Debug.Log(cell.IndexRow + " " + cell.IndexColumn); });
         //row[4] = table.CreateTableButtonCell("给出", (cell) => { Debug.Log(cell.IndexRow + " " + cell.IndexColumn); });
         table.AddRow(row);
     }
     scroolrect.verticalNormalizedPosition = 1;
 }
 public BattleContorl(King PlayerKing, King EnemyKing, BattlefieldUiIndex uiIndex)
 {
     UiIndex  = uiIndex;
     R_Player = PlayerKing;
     R_Enemy  = EnemyKing;
     S_Player = new King(PlayerKing, true, false);
     S_Enemy  = new King(EnemyKing, true, false);
     Player   = new King(PlayerKing, true, false);
     Enemy    = new King(EnemyKing, true, false);
     Init();
 }
 public void ClostBattle()
 {
     UiIndex.gameObject.SetActive(false);
     UiIndex  = null;
     R_Player = null;
     R_Enemy  = null;
     S_Player = null;
     S_Enemy  = null;
     Player   = null;
     Enemy    = null;
 }
Beispiel #4
0
 public static void SetBattleUiIndex(BattlefieldUiIndex index)
 {
     BattleUiIndex = index;
 }