public void ShowInfo() { BuildingInfoPanel infoPanel = GameplayController.instance.arController.buildingInfoPanel.GetComponent <BuildingInfoPanel>(); infoPanel.FillBuildingInfo(field); infoPanel.Open(); }
void Awake() { if (instance != null) { Debug.LogError("More than one BuildingInfoPanel in scene !"); return; } instance = this; }
public void Refresh() { BuildingInfo info = CityManager.Instance.GetBuildingByConfigID(_buildingCfgID); _currentInfo = info; if (_currentInfo == null) { // 尚未解锁 _levelText.transform.parent.gameObject.SetActive(false); if (_unlock == null) { _unlock = Instantiate(_unlockPrefab); _unlock.transform.SetParent(transform, false); _unlock.transform.localPosition = Vector3.zero; } } else { if (_unlock != null) { Destroy(_unlock); _unlock = null; } EntityID = _currentInfo.EntityID; _levelText.transform.parent.gameObject.SetActive(true); _levelText.text = _currentInfo.Cfg.BuildingName + "Lv " + _currentInfo.Level; } if (_buildingInfoPanel == null) { _buildingInfoPanel = Instantiate(_buildingInfoPanelPrefab); _buildingInfoPanel.transform.SetParent(transform, false); _buildingInfoPanel.GetComponent <RectTransform>().anchoredPosition = Vector2.zero; IgnoreClick(_buildingInfoPanel.gameObject); } if (_buildingInfoPanel != null) { _buildingInfoPanel.SetInfo(_currentInfo); } // 可收获的建筑有收获按钮 if (_currentInfo is ProduceBuildingInfo) { if (_produceInfoPanel == null) { _produceInfoPanel = Instantiate(_produceInfoPanelPrefab); _produceInfoPanel.transform.SetParent(transform, false); _produceInfoPanel.GetComponent <RectTransform>().anchoredPosition = Vector2.zero; } if (_produceInfoPanel != null) { _produceInfoPanel.SetInfo(_currentInfo); } } // 兵营 if (_currentInfo is TroopBuildingInfo) { if (_troopInfoPanel == null) { _troopInfoPanel = Instantiate(_troopInfoPanelPrefab); _troopInfoPanel.transform.SetParent(transform, false); _troopInfoPanel.GetComponent <RectTransform>().anchoredPosition = Vector2.zero; } if (_troopInfoPanel != null) { _troopInfoPanel.SetInfo(_currentInfo); } } }