/// <summary> /// 读取拼图进度 /// </summary> /// <param name="content"></param> /// <param name="progressBean"></param> public static void setGameProgress(BaseMonoBehaviour content, PuzzlesProgressBean progressBean) { JigsawContainerCpt[] cptList = UnityEngine.Object.FindObjectsOfType <JigsawContainerCpt>(); if (cptList == null || cptList.Length == 0) { return; } List <PuzzlesProgressItemBean> progress = progressBean.progress; foreach (PuzzlesProgressItemBean itemProgress in progress) { JigsawContainerCpt tempCpt = null; //其次需要合并的子对象 List <JigsawContainerCpt> tempListCpt = new List <JigsawContainerCpt>(); foreach (JigsawContainerCpt itemCpt in cptList) { //首先获取父对象 if (itemCpt.listJigsaw[0].MarkLocation == itemProgress.markPostion) { tempCpt = itemCpt; } foreach (Vector2 listPuzzleItem in itemProgress.listPuzzles) { if (listPuzzleItem == itemCpt.listJigsaw[0].MarkLocation) { tempListCpt.Add(itemCpt); } } } JigsawContainerCpt[] tempArraryCpt = DevUtil.listToArray(tempListCpt); if (tempCpt != null) { //设置不可在拖拽 CommonData.IsDargMove = false; content.StartCoroutine(delayComplete(content, tempArraryCpt, tempCpt, 1f)); } } }