public void Update(CombatGameCenter.Quest quest, Int32 runTime) { txtQuestName.text = quest.name; txtTotalTime.text = String.Format("{0}秒", quest.processSecond); txtRunTime.text = String.Format("{0}秒", runTime); Int32 matCount = quest.materials.Count; if (m_BlkMats.Count < matCount) { Int32 size = matCount - m_BlkMats.Count; for (int i = 0; i < size; i++) { var go = Instantiate(pfbQuestMat, materialRoot); m_BlkMats.Add(go); } } for (int i = 0; i < m_BlkMats.Count; i++) { m_BlkMats[i].SetActive(i < matCount); } for (int i = 0; i < matCount; i++) { var questMat = quest.materials[i]; var root = m_BlkMats[i].transform; Text txtName = root.Find("TxtName").GetComponent <Text>(); Text txtCount = root.Find("TxtCount").GetComponent <Text>(); txtName.text = questMat.name; txtCount.text = String.Format("{0} / {1}", 0, questMat.count); } }
private void ResetQuestInformationView(CombatGameCenter.Quest quest) { m_ViewInformation.SetName(quest.name); m_ViewInformation.SetMaterials(quest.materials); m_ViewInformation.SetProcessTime(quest.processSecond); m_ViewInformation.SetReward(quest.reward); }
private void HandOutQuest(Int32 questIdx, CombatGameCenter.Quest quest) { if (questIdx >= 0 && questIdx < m_QuestButtons.Count) { var btn = m_QuestButtons[questIdx]; btn.botton.interactable = false; } }
// --- callback --- // private void AddPlayerQuest(CombatGameCenter.Quest quest) { foreach (var txt in m_TxtPlayerQuests) { if (txt.text == "") { txt.text = quest.name; break; } } }
public void ResetQuest(CombatGameCenter.Quest quest) { if (quest.IsEmpty()) { m_TxtQuestName.text = "空闲"; m_TxtTotalTime.text = ""; m_TxtRunTime.text = ""; foreach (var panel in m_BlkMats) { panel.SetActive(false); } m_MaterialCount = 0; } else { m_TxtQuestName.text = quest.name; m_TxtTotalTime.text = String.Format("{0} 秒", quest.processSecond); m_TxtRunTime.text = "0 秒"; Int32 matCount = quest.materials.Count; // 补充缺少的材料块 if (m_BlkMats.Count < matCount) { Int32 size = matCount - m_BlkMats.Count; for (int i = 0; i < size; i++) { var go = Instantiate(m_PrefabProcessMaterialBlock, m_PnlMatRoot); m_BlkMats.Add(go); } } // 隐藏多余的材料块 for (int i = 0; i < m_BlkMats.Count; i++) { m_BlkMats[i].SetActive(i < matCount); } // 设置材料块信息 for (int i = 0; i < matCount; i++) { var questMat = quest.materials[i]; var root = m_BlkMats[i].transform; Text txtName = root.Find("TxtName").GetComponent <Text>(); Text txtCount = root.Find("TxtCount").GetComponent <Text>(); Text txtMaxCount = root.Find("TxtMaxCount").GetComponent <Text>(); txtName.text = questMat.name; txtMaxCount.text = String.Format("/ {0}", questMat.count); txtCount.text = "0"; } m_MaterialCount = matCount; } }
private void OnAddUpdate(CombatGameCenter.Quest quest) { UpdateQuestPanel(); }