//[BattleUI(nameof(onRequest))] private void chooseHeroRequestHandle() { //if ((nowRequest.PlayerId == self.Id) && nowRequest is PlayerAction.ChooseHeroRequest chooseHeroRequset) { this.chooseHeroRequset = nowRequest as PlayerAction.ChooseHeroRequest; m_ChooseHero.selectedIndex = 1; for (int i = 0; i < chooseHeroRequset.HeroIds.Count; i++) { int id = chooseHeroRequset.HeroIds[i]; (m_HeroChooseWindow.GetChild("p" + i) as UI_Card).SetCard(game.GetCard(id)); } } }
private void chooseHeroRequest() { if ((nowRequest.PlayerId == self.Id) && nowRequest is PlayerAction.ChooseHeroRequest chooseHeroRequset) { this.chooseHeroRequset = chooseHeroRequset; m_ChooseHero.selectedIndex = 1; for (int i = 0; i < chooseHeroRequset.HeroIds.Count; i++) { int id = chooseHeroRequset.HeroIds[i]; Log.Debug($"可选择英雄id:{id}"); (m_HeroChooseWindow.GetChild("p" + i) as UI_Card).SetCard(game.GetCard(id)); } } }
private void chooseHeroReponse() { if (nowResponse.PlayerId == self.Id && nowResponse is PlayerAction.ChooseHeroResponse chooseHeroResponse)//选英雄 { m_PlayerHero.SetCard(game.GetCard(chooseHeroResponse.HeroId)); this.chooseHeroRequset = null; m_ChooseHero.selectedIndex = 0; m_skills.RemoveChildrenToPool(); foreach (var skill in self.Hero.Skills) { var ui_skill = m_skills.AddItemFromPool().asButton; ui_skill.changeStateOnClick = false; ui_skill.data = skill; ui_skill.text = skill.Name; ui_skill.enabled = !(skill is PassiveSkill);//技能的可使用性,要改 } } }