public void ClickEvent() { DRSkillDrop SkillData = TableDataExtension.GetTableData <DRSkillDrop>(luckNum); if (isClick) { describe.text = SkillData.Description; } else { describe.text = ""; } }
private void OnScrollMove(Vector2 pVec) { //向下滚动 while (mContentRect.anchoredPosition.y > (firstIndex + 1) * itemHeight && lastIndex != datasNum - 1) { //思路是List中的保存的GameObject顺序与真实显示的物体保持一致 GameObject _first = itemList[0]; RectTransform _rectTrans = _first.GetComponent <RectTransform>(); //将首个物体移出List,再添加到List最后端 itemList.RemoveAt(0); itemList.Add(_first); //将这个物体移到最下方 _rectTrans.anchoredPosition = new Vector2(0, -(lastIndex + 1) * itemHeight); firstIndex += 1; lastIndex += 1; //修改显示 //_first.name = (lastIndex + 1).ToString(); //_first.transform.Find("Text").GetComponent<Text>().text = _first.name; Debug.Log("idex" + lastIndex); if (lastIndex == datasNum - 1) { skillID = luckNum; //偷天换柱 isClick = true; //结束可点击 } else { skillID = itemID[lastIndex]; } DRSkillDrop SkillData = TableDataExtension.GetTableData <DRSkillDrop>(skillID); _first.GetComponent <Image>().sprite = Resources.Load <Sprite>("UI/UIphoto/SkillChoiceMenuUI/skill_icon/" + SkillData.Preferb); //luckNum _first.name = SkillData.Skill; skillID++; //Debug.Log("下标" + lastIndex); } //向上滚动 while (mContentRect.anchoredPosition.y < firstIndex * itemHeight && firstIndex != 0) { GameObject _last = itemList[itemList.Count - 1]; RectTransform _rectTrans = _last.GetComponent <RectTransform>(); itemList.RemoveAt(itemList.Count - 1); itemList.Insert(0, _last); _rectTrans.anchoredPosition = new Vector2(0, -(firstIndex - 1) * itemHeight); firstIndex -= 1; lastIndex -= 1; _last.name = firstIndex.ToString(); //_last.transform.Find("Text").GetComponent<Text>().text = _last.name; } }