IEnumerator Start() { yield return(null); if (!UIMainControl.EnableItemSelectTab()) { thisObj.SetActive(false); } List <Ability> abilityList = AbilityManager.GetAbilityList(); for (int i = 0; i < abilityList.Count; i++) { if (i == 0) { abilityItemList[i].Init(); } else { abilityItemList.Add(UISelectItem.Clone(abilityItemList[0].rootObj, "Item" + (i + 1))); } abilityItemList[i].imgIcon.sprite = abilityList[i].icon; abilityItemList[i].label.text = abilityList[i].name; abilityItemList[i].selectHighlight.SetActive(false); //abilityItemList[i].buttonObj.SetActive(false); } if (abilityList.Count == 0) { abilityItemList[0].rootObj.SetActive(false); } UnitPlayer player = GameControl.GetPlayer(); for (int i = 0; i < player.weaponList.Count; i++) { if (i == 0) { weaponItemList[i].Init(); } else { weaponItemList.Add(UISelectItem.Clone(weaponItemList[0].rootObj, "Item" + (i + 1))); } weaponItemList[i].imgIcon.sprite = player.weaponList[i].icon; weaponItemList[i].label.text = player.weaponList[i].weaponName; weaponItemList[i].selectHighlight.SetActive(false); //weaponItemList[i].buttonObj.SetActive(false); } tabObject.SetActive(false); }
void OnNewAbility(Ability ability, int replaceIndex = -1) { if (replaceIndex >= 0) { abilityItemList[replaceIndex].imgIcon.sprite = ability.icon; abilityItemList[replaceIndex].label.text = ability.name; } else { int index = abilityItemList.Count; abilityItemList.Add(UISelectItem.Clone(abilityItemList[0].rootObj, "Item" + (index))); abilityItemList[index].imgIcon.sprite = ability.icon; abilityItemList[index].label.text = ability.name; abilityItemList[index].rootObj.SetActive(true); abilityItemList[index].selectHighlight.SetActive(false); } }
void OnNewWeapon(Weapon weapon, int replaceIndex = -1) { if (replaceIndex >= 0) { weaponItemList[replaceIndex].imgIcon.sprite = weapon.icon; weaponItemList[replaceIndex].label.text = weapon.weaponName; } else { int index = weaponItemList.Count; weaponItemList.Add(UISelectItem.Clone(weaponItemList[0].rootObj, "Item" + (index))); weaponItemList[index].imgIcon.sprite = weapon.icon; weaponItemList[index].label.text = weapon.weaponName; weaponItemList[index].rootObj.SetActive(true); weaponItemList[index].selectHighlight.SetActive(false); } }