/// <summary> /// 环形UI重置. /// </summary> public void ResetUI() { if (currentItem != null) { // 隐藏当前类别二级菜单. currentItem.NormalItem(); // 重置, 显示默认空项目. currentItem = categoryItemList[0]; currentItem.ActiveItem(); } // 索引重置. categoryIndex = 0; categoryScrollNum = 9000.0f; // 重置二级菜单项目. materialIndex = 0; materialScrollNum = 3000.0f; if (currentMaterial != null) { currentMaterial.NormalItem(); } currentMaterial = null; }
/// <summary> /// 生成全部类别UI以及类别下的具体材料UI. /// </summary> private void CreateAllCategory() { for (int i = 0; i < categoryNum; ++i) { // 生成类别UI. CategoryItemController cic = GameObject.Instantiate <GameObject>( m_BuildPanelView.Prefab_CategoryItem, m_BuildPanelView.WheelBG_Transform). GetComponent <CategoryItemController>(); cic.InitCategoryItem(i, m_BuildPanelView.CategoryIconsList[i]); categoryItemList.Add(cic); // 对应类别下的材料UI. for (int j = 0; m_BuildPanelView.MaterialIconList[i] != null && j < m_BuildPanelView.MaterialIconList[i].Length; ++j) { GameObject materialItem = GameObject.Instantiate <GameObject>( m_BuildPanelView.Prefab_MaterialItem, m_BuildPanelView.WheelBG_Transform); Quaternion rotation = Quaternion.Euler(new Vector3(0, 0, materialRoatationZ)); materialItem.GetComponent <MaterialItemController>().InitMaterialItem( m_BuildPanelView.MaterialIconList[i][j], rotation, cic.GetComponent <Transform>()); materialRoatationZ += 13.3f; cic.AddMaterial(materialItem); cic.NormalItem(); } } currentItem = categoryItemList[0]; m_BuildPanelView.M_CategoryNameText.text = categoryNames[0]; }