/// <summary> /// 更新大血条数据 /// </summary> /// <param name="id">实体ID</param> /// <param name="name">实体名称</param> /// <param name="maxValue">最大血量</param> /// <param name="curValue">当前血量</param> /// <param name="tempValue">临时血量</param> private void UpdateBossBloodData(int id, string name, int maxValue, int curValue, int tempValue) { if (null == BossBlood) { return; } if (id != CurrentBossBloodHostID || id < 0) { if (CurrentBossBloodHostID < 0) { UpdateBossBloodAndTowerSoldier(null, false); } return; } BossBlood.SetMaxValue(maxValue); BossBlood.SetCurValue(curValue); BossBlood.SetTempValue(tempValue); BossBlood.SetRoleName(name); }
/// <summary> /// 创建大血条 /// </summary> private void CreateBossBlood() { if (null == BossBlood) { BossBlood = InstanceUBossBlood(); if (null == BossBlood) { Trace.LogError("UGUI -- BossBlood创建失败!"); } else { BloodCanvasNode bcn = new BloodCanvasNode(); BossBlood.Init(null, 0, BloodStyleType.Boss, bcn); BossBlood.SetMaxValue(100); BossBlood.SetCurValue(100); UpdateBossBloodAndTowerSoldier(null, false); BossBlood.SetPositionDirectly_ScreenPoint(OrginalBossBloodPos); } } }