Beispiel #1
0
    public void OnUnloadedSkill(int slotIndex)
    {
        if (slotIndex <= 0 || slotIndex > c_SkillSlotNum)
        {
            return;
        }
        UISkillSlot skillSlot = skillStorageArr[slotIndex - 1];

        if (skillSlot != null)
        {
            skillSlot.SkillId = -1;
            skillSlot.SetName("可装备");
            skillSlot.SetIcon("");
        }
    }
Beispiel #2
0
    public void InitSkillSetting(List <SkillInfo> skillInfoList)
    {
        if (skillInfoList == null)
        {
            return;
        }
        int currentPreset = UISkillSetting.presetIndex;

        foreach (SkillInfo info in skillInfoList)
        {
            if (info != null && info.Postions.Presets[currentPreset] != SlotPosition.SP_None)
            {
                int index = (int)info.Postions.Presets[currentPreset];
                if (index > 0 && index <= 4)
                {
                    UISkillSlot slot = skillStorageArr[index - 1];
                    if (slot == null || slot.SkillId != -1)
                    {
                        continue;
                    }
                    slot.SkillId = info.SkillId;
                    //没初始化Atlas则初始化
                    if (!m_IsAtlasInitialized)
                    {
                        InitSlotAtlas(info.SkillId);
                        m_IsAtlasInitialized = true;
                    }
                    SkillLogicData skillCfg = SkillConfigProvider.Instance.ExtractData(SkillConfigType.SCT_SKILL, info.SkillId) as SkillLogicData;
                    if (null != skillCfg)
                    {
                        slot.SetName(skillCfg.ShowName);
                        slot.SetIcon(skillCfg.ShowIconName);
                    }
                }
            }
        }
    }