public void UpdateItems() { FunctionBtnItemManger.Init(); FunctionBtnItemManger.RemoveAllItem(); //更新最新的建筑数据 _model_Building = InstancePlayer.instance.model_User.buildings[_model_Building.buildingType]; FunctionBtnItemManger.AddItem(new FunctionBtnItem("1", FunctionBtnItem.BtnItem_Type.DetailsType, "详情", "details")); if (_model_Building.isUpgrading) { FunctionBtnItemManger.AddItem(new FunctionBtnItem("2", FunctionBtnItem.BtnItem_Type.UpgradeSpeedType, "加速", "upgrade")); return; } else { FunctionBtnItemManger.AddItem(new FunctionBtnItem("2", FunctionBtnItem.BtnItem_Type.UpgradeSpeedType, "升级", "speedup")); } if (_model_Building.buildingType == Model_Building.Building_Type.FoodFactory) { // FunctionBtnItemManger.AddItem(new FunctionBtnItem("3",FunctionBtnItem.BtnItem_Type.SpeedResourcesType,"资源加速","Foodtospeedup")); FunctionBtnItemManger.AddItem(new FunctionBtnItem("3", FunctionBtnItem.BtnItem_Type.GainType, "收获", "Food")); } else if (_model_Building.buildingType == Model_Building.Building_Type.OilFactory) { // FunctionBtnItemManger.AddItem(new FunctionBtnItem("3",FunctionBtnItem.BtnItem_Type.SpeedResourcesType,"资源加速","Acceleratedtheoil")); FunctionBtnItemManger.AddItem(new FunctionBtnItem("3", FunctionBtnItem.BtnItem_Type.GainType, "收获", "Accel")); } else if (_model_Building.buildingType == Model_Building.Building_Type.MetalFactory) { // FunctionBtnItemManger.AddItem(new FunctionBtnItem("3",FunctionBtnItem.BtnItem_Type.SpeedResourcesType,"资源加速","Metalspeed")); FunctionBtnItemManger.AddItem(new FunctionBtnItem("3", FunctionBtnItem.BtnItem_Type.GainType, "收获", "Metal")); } else if (_model_Building.buildingType == Model_Building.Building_Type.RareFactory) { // FunctionBtnItemManger.AddItem(new FunctionBtnItem("3",FunctionBtnItem.BtnItem_Type.SpeedResourcesType,"资源加速","Rarearthtospeedup")); FunctionBtnItemManger.AddItem(new FunctionBtnItem("3", FunctionBtnItem.BtnItem_Type.GainType, "收获", "Rare")); } else if (_model_Building.buildingType == Model_Building.Building_Type.ScienceCenter) { FunctionBtnItemManger.AddItem(new FunctionBtnItem("3", FunctionBtnItem.BtnItem_Type.ManageProductionType, "维修", "speedup")); } else if (_model_Building.buildingType == Model_Building.Building_Type.WeaponsFactory) { FunctionBtnItemManger.AddItem(new FunctionBtnItem("3", FunctionBtnItem.BtnItem_Type.ManageProductionType, "生产", "speedup")); } }
public void SetChildPos() { chlidCount = FunctionBtnItemManger.dict.Count; float currentFirstAngel = firstangle - (anglecheap * (chlidCount - 1)) / 2; if (childList.Count != chlidCount) { //存好按钮列表 for (int i = 0; i < chlidCount; i++) { //取出椭圆的中心点 Vector3 center = button.transform.position; float currentAngel = currentFirstAngel + anglecheap * i; int id = i + 1; string str = id + ""; GameObject item_ = CreateFunctionBtn("Btn_Func_Itme_" + i, FunctionBtnItemManger.GetItem(str)); Vector3 v = getPosition(currentAngel, center); item_.transform.Find("Btn_Func_Itme_" + i).GetComponent <TweenPosition> ().to = v; childList.Add(item_); } } }