private void RemoveHeroSelectCommponent(HeroSelectCommponentSetting setting) { BIF.BIFStaticTool.PrefabPool("HeroSelectCommponent", setting.gameObject); }
public void SelectHero(List <Card> heros, List <Card> lockHeros) { Title.SetSelectHero(); Buttons.Show(); ClearScrollView(); StartSence.gameObject.SetActive(false); List <Card> allCards = new List <Card>(); allCards.AddRange(heros); allCards.AddRange(lockHeros); Vector3 first = First.transform.position; Vector3 second = Second.transform.position; Vector3 dPosition = second - first; int i = 0; List <HeroSelectCommponentSetting> settings = heros.Map(card => { HeroSelectCommponentSetting setting = GetHeroSelectCommponent(); setting.Lock(lockHeros.Contains(card)); setting.SetByCard(card); setting.Glow(false); setting.transform.position = first + dPosition * i++; return(setting); }); lockHeros.Map(card => { HeroSelectCommponentSetting setting = GetHeroSelectCommponent(); setting.Lock(lockHeros.Contains(card)); setting.SetByCard(card); setting.Glow(false); setting.transform.position = first + dPosition * i++; return(setting); }); foreach (var setting in settings) { setting.EnableTap(true, () => { if (setting == selectedHero) { selectedHero = null; OnSelectHero(null); setting.Glow(false); } else { settings.Map(st => st.Glow(false)); setting.Glow(true); selectedHero = setting; OnSelectHero(setting.Hero.setedCard); } }); } selectedHero = null; OnSelectHero(null); ScrollTop = -(first + dPosition * (allCards.Count - 2)).y; HookAllScrollViewObjects(); }