/// <summary> /// 加入文字履历 /// </summary> /// <param name="bt"></param> private void AddToTable(BacklogText bt) { //获取系统数据储存的数目 Queue <BacklogText> history = DataManager.GetInstance().GetHistory(); if (history.Count == 0) { table.transform.DestroyChildren(); } //添加U最新一行界面 GameObject go = Resources.Load("Prefab/Backlog") as GameObject; go = NGUITools.AddChild(table, go); //绑定数据 go.transform.Find("Avatar_Sprite").GetComponent <UI2DSprite>().sprite2D = null; go.transform.Find("NameBack_Sprite/Name_Label").GetComponent <UILabel>().text = bt.charaName; go.transform.Find("ContentBack_Sprite/Content_Label").GetComponent <UILabel>().text = bt.mainContent; if (!string.IsNullOrEmpty(bt.voicePath)) { GameObject vb = go.transform.Find("Voice_Button").gameObject; vb.SetActive(true); vb.GetComponent <BacklogVoiceButton>().path = bt.voicePath; } if (table.transform.childCount > 100) { //删除第一个 Destroy(table.transform.GetChild(0).gameObject); } DataManager.GetInstance().AddHistory(bt); }
/// <summary> /// 添加文字记录 /// </summary> /// <param name="blt">文本记录块</param> public void AddHistory(BacklogText blt) { Queue <BacklogText> history = GetTempVar <Queue <BacklogText> >("文字记录"); if (history.Count > 100) { history.Dequeue(); } history.Enqueue(blt); }
/// <summary> /// 添加文字记录 /// </summary> /// <param name="blt">文本记录块</param> public void AddHistory(BacklogText blt) { Queue <BacklogText> history = tempData.backLog; if (history.Count > 100) { history.Dequeue(); } history.Enqueue(blt); }