//创建地图 void CreateMap() { Object prefab = PrefabLoader.loadFromPack("JC/JCPVEPlotMap"); if (prefab != null) { Dictionary <int, NewChapter> list_chapter = Core.Data.newDungeonsManager.ChapterList; int i = -1; foreach (NewChapter data in list_chapter.Values) { i++; GameObject map = Instantiate(prefab) as GameObject; map.transform.parent = uiGrid.transform; map.transform.localPosition = new Vector3(uiGrid.cellWidth * i, 0, 0); map.transform.localScale = Vector3.one; map.name = i.ToString(); JCPVEPlotMap jcmap = map.GetComponent <JCPVEPlotMap>(); if (jcmap != null) { jcmap.SetMap(data); List_Maps.Add(jcmap); } map.SetActive(false); } } }
void MoveFinished() { #region 设置箭头的坐标 SetJianTouPos(CurOpenFloor); #endregion int MapID = System.Convert.ToInt32(uicenter.centeredObject.name); points.SetBright(MapID); CurMapIndex = MapID; #region 设置标题 SetTitle(GetChapterIDByMapID(CurMapIndex)); #endregion int LastMapID = int.Parse(List_Maps[List_Maps.Count - 1].gameObject.name); if (CurMapIndex == LastMapID) { JCPVEPlotMap map = List_Maps[0]; //map.gameObject.name = (CurMapIndex+1).ToString(); Vector3 pos = List_Maps[List_Maps.Count - 1].transform.localPosition; pos.x += uiGrid.cellWidth; map.transform.localPosition = pos; NewChapter nchapter = null; list_chapter.TryGetValue(30100 + (CurMapIndex + 1) * 100, out nchapter); map.SetMap(nchapter); List_Maps.RemoveAt(0); List_Maps.Add(map); } else { int FristMapID = int.Parse(List_Maps[0].gameObject.name); if (CurMapIndex == FristMapID) { JCPVEPlotMap map = List_Maps[List_Maps.Count - 1]; //map.gameObject.name = (CurMapIndex-1).ToString(); Vector3 pos = List_Maps[0].transform.localPosition; pos.x -= uiGrid.cellWidth; map.transform.localPosition = pos; NewChapter nchapter = null; list_chapter.TryGetValue(30100 + (CurMapIndex - 1) * 100, out nchapter); map.SetMap(nchapter); List_Maps.RemoveAt(List_Maps.Count - 1); List_Maps.Insert(0, map); } } _uiscrollview.enabled = true; }