/// <summary> /// 显示或隐藏[特殊关卡-迷雾深渊]悬浮提示 /// </summary> /// <param name="isShow"></param> public void ShowMissionFoggyAbyssGridTip(bool isShow) { if (m_maplistChooseLevelGrid.ContainsKey(FoggyAbyssMissionIndex)) { InstanceMissionFoggyAbyssGrid gridUI = m_maplistChooseLevelGrid[FoggyAbyssMissionIndex].GetComponentsInChildren <InstanceMissionFoggyAbyssGrid>(true)[0]; gridUI.ShowInstanceMissionFoggyAbyssGridTip(isShow); } }
/// <summary> /// 创建关卡,包括[普通关卡]和[特殊关卡-迷雾深渊] /// </summary> /// <param name="num"></param> public void FillNewInstanceUIChooseLevelGridData(int num, int MapWithMissionGridIndex) { for (int i = 0; i < num; ++i) { int index = i; if (index <= MaxNormalMissionIndex) { // [普通副本] AssetCacheMgr.GetUIInstance("NewInstanceUIChooseLevelGrid.prefab", (prefab, guid, gameObject) => { GameObject goMissionGrid = (GameObject)gameObject; goMissionGrid.transform.parent = m_listChooseLevelGridPos[index].transform; goMissionGrid.transform.localPosition = Vector3.zero; goMissionGrid.transform.localScale = Vector3.one; goMissionGrid.name = string.Concat("NewInstanceUIChooseLevelGrid", MapWithMissionGridIndex, index); NewInstanceGrid gridUI = goMissionGrid.transform.FindChild("NewInstanceUIChooseLevelGridIcon").gameObject.AddComponent <NewInstanceGrid>(); gridUI.gameObject.SetActive(true); gridUI.id = index; goMissionGrid.SetActive(false); m_maplistChooseLevelGrid[index] = goMissionGrid; if (m_maplistChooseLevelGrid.Count == num) { // 自动填充路径点 FillNewInstanceUIChooseLevelPath(); } }); } else if (index == FoggyAbyssMissionIndex) { // [特殊副本-迷雾深渊] AssetCacheMgr.GetUIInstance("InstanceMissionFoggyAbyssGrid.prefab", (prefab, guid, gameObject) => { GameObject goMissionGrid = (GameObject)gameObject; goMissionGrid.transform.parent = m_listChooseLevelGridPos[index].transform; goMissionGrid.transform.localPosition = Vector3.zero; goMissionGrid.transform.localScale = Vector3.one; goMissionGrid.name = string.Concat("NewInstanceUIChooseLevelGrid", MapWithMissionGridIndex, index); InstanceMissionFoggyAbyssGrid gridUI = goMissionGrid.AddComponent <InstanceMissionFoggyAbyssGrid>(); goMissionGrid.SetActive(false); gridUI.LoadResourceInsteadOfAwake(); m_maplistChooseLevelGrid[index] = goMissionGrid; if (m_maplistChooseLevelGrid.Count == num) { // 自动填充路径点 FillNewInstanceUIChooseLevelPath(); } }); } } }