/// <summary>
    /// 初始化头顶UI条
    /// </summary>
    private void InitHeadBar()
    {
        if (RoleHeadBarRoot.Instance == null)
        {
            return;
        }
        if (CurrRoleInfo == null)
        {
            return;
        }
        if (m_HeadBarPos == null)
        {
            return;
        }

        //克隆预设
        m_HeadBar = ResourcesMgr.Instance.Load(ResourcesMgr.ResourceType.UIOther, "RoleHeadBar");
        m_HeadBar.transform.parent        = RoleHeadBarRoot.Instance.gameObject.transform;
        m_HeadBar.transform.localScale    = Vector3.one;
        m_HeadBar.transform.localPosition = Vector3.zero;
        roleHeadBarView = m_HeadBar.GetComponent <RoleHeadBarView>();

        //给预设赋值
        roleHeadBarView.Init(m_HeadBarPos, CurrRoleInfo.RoleNickName, isShowHPBar: (CurrRoleType == RoleType.MainPlayer ? false : true));
    }
Beispiel #2
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    /// <summary>
    /// 克隆头顶UI的prefab,然后给prefab赋值
    /// </summary>
    private void InitRoleHeadUI()
    {
        if (UIRoleHeadItems.Instance != null &&
            currentRoleInfo != null &&
            modelHeadPoint != null)
        {
            //克隆部分
            modelHeadUI = ResourcesManager.Instance.Load(ResourcesManager.ResourceType.UIOTHER, "RoleHeadUGUI");
            modelHeadUI.transform.parent        = UIRoleHeadItems.Instance.gameObject.transform;
            modelHeadUI.transform.localScale    = Vector3.one;
            modelHeadUI.transform.localPosition = Vector3.zero;
            headBar = modelHeadUI.GetComponent <RoleHeadBarView>();

            //赋值部分,最后一个参数使用特别的写法,等同于使用一个变量经过判断赋值后传参
            headBar.Init(modelHeadPoint, currentRoleInfo.RoleNickName, isShowHP: (currentRoleType == RoleType.PLAYER?false:true));
        }
    }
Beispiel #3
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    /// <summary> 初始化头顶UI条 </summary>
    private void InitHeadBar()
    {
        if (RoleHeadBarRoot.Instance == null)
        {
            return;
        }
        if (CurrRoleInfo == null)
        {
            return;
        }

        //克隆预设
        m_HeadBar = ResourcesManager.Instance.Load(ResourcesManager.ResourceType.UIOther, "RoleHeadBar");
        m_HeadBar.transform.SetParent(RoleHeadBarRoot.Instance.gameObject.transform);
        m_HeadBar.transform.localScale = Vector3.one;


        m_RoleHeadBarView = m_HeadBar.GetComponent <RoleHeadBarView>();
        //给预设赋值
        m_RoleHeadBarView.Init(m_HeadBarTrans, CurrRoleInfo.NickName, isShowHPBar: (CurrRoleType == RoleType.MainPlayer ? false : true), sliderValue: CurrRoleInfo.CurrHP / (float)CurrRoleInfo.MaxHP);
    }