/// <summary> /// 根据id取得Label,设置文字内容 /// </summary> /// <param name="strId">UI的id</param> /// <param name="strText">文字</param> /// <returns></returns> public bool SetText(string strId, string strText) { IXUILabel iXUILabel = this.GetUIObject(strId) as IXUILabel; if (iXUILabel != null) { iXUILabel.SetText(strText); return(true); } return(false); }
private void RefreshPlayerInfo(IXUIListItem uiListItem, PlayerData playerData, BeastData beast, ECampType eCampType) { if (beast != null) { this.SetSelectBeastId(beast.Id, beast.BeastTypeId); Debug.Log("Our BeastId:" + beast.Id); if (playerData != null && uiListItem != null) { uiListItem.Clear(); IXUILabel label = uiListItem.GetUIObject("Label_PlayerName") as IXUILabel; if (label != null) { label.SetText(playerData.Name); } if (Singleton <RoomManager> .singleton.MathMode != EnumMathMode.EnumMathMode_Story) { uiListItem.SetText("Label_Sequence", GetSequence(eCampType, uiListItem.Index).ToString()); } this.RefreshPlayerInfo(uiListItem, beast); } } }
public void RefreshSkill(EnumSkillType type, int skillId) { List <SkillGameData> skills = Singleton <BeastRole> .singleton.Beast.Skills; for (int i = 0; i < skills.Count; i++) { SkillGameData skillData = skills[i]; if (skillId == skillData.Id) { if (skillId == 1) { //this.uiBehaviour.m_Button_Attack.SetEnable(skillData.CDTime <= 0); return; } switch (skillData.SkillType) { case 0: IXUILabel cdq = base.uiBehaviour.m_Sprite_SkillQ.GetUIObject("lb_skillQ_cd") as IXUILabel; if (skillData.CDTime > 0) { cdq.SetText(skillData.CDTime.ToString()); cdq.SetVisible(true); this.uiBehaviour.m_Sprite_SkillQ.SetEnable(false); } else { cdq.SetVisible(false); this.uiBehaviour.m_Sprite_SkillQ.SetEnable(true); } break; case 1: IXUILabel cdw = base.uiBehaviour.m_Button_SkillW.GetUIObject("lb_skillW_cd") as IXUILabel; if (skillData.CDTime > 0) { cdw.SetText(skillData.CDTime.ToString()); cdw.SetVisible(true); base.uiBehaviour.m_Button_SkillW.SetEnable(false); } else { cdw.SetVisible(false); base.uiBehaviour.m_Button_SkillW.SetEnable(true); } break; case 2: IXUILabel cde = base.uiBehaviour.m_Button_SkillE.GetUIObject("lb_skillE_cd") as IXUILabel; if (skillData.CDTime > 0) { cde.SetText(skillData.CDTime.ToString()); cde.SetVisible(true); base.uiBehaviour.m_Sprite_SkillE.SetEnable(false); } else { cde.SetVisible(false); base.uiBehaviour.m_Sprite_SkillE.SetEnable(true); } break; case 3: IXUILabel cdr = base.uiBehaviour.m_Sprite_SkillR.GetUIObject("lb_skillR_cd") as IXUILabel; if (cdr != null && skillData.CDTime > 0) { cdr.SetText(skillData.CDTime.ToString()); cdr.SetVisible(true); base.uiBehaviour.m_Sprite_SkillR.SetEnable(false); } else { cdr.SetVisible(false); base.uiBehaviour.m_Sprite_SkillR.SetEnable(true); } break; case 4: break; case 5: break; } } } }
private void ShowRoles() { if (base.Prepared) { int i = 0; int index = 0; while (i < m_lCharacterList.Count) { CharacterInfo characterInfo = m_lCharacterList[i]; int roleId = characterInfo.PlayerIndex; Debug.Log(roleId); IXUIListItem item; if (index < base.uiBehaviour.m_List_RoleList.Count) { item = base.uiBehaviour.m_List_RoleList.GetItemByIndex(index); } else { item = base.uiBehaviour.m_List_RoleList.AddListItem(); } if (item != null) { DataPlayerList dataRoleList = GameData <DataPlayerList> .dataMap[roleId]; if (dataRoleList != null) { IXUILabel nameLabel = item.GetUIObject("name/nameLabel") as IXUILabel; if (nameLabel != null) { Debug.Log(characterInfo.Name); nameLabel.SetText("Lv." + characterInfo.Level + " " + characterInfo.Name + "\n" + dataRoleList.Name); } else { Debug.Log("Label == null"); } IXUISprite icon = item.GetUIObject("Icon") as IXUISprite; if (icon != null) { icon.SetSprite(dataRoleList.IconFile); } else { Debug.Log("Icon == null"); } item.SetVisible(true); item.Id = characterInfo.PlayerId; } else { item.SetVisible(false); } index++; } else { Debug.Log("Item == null"); } i++; } } }