public void Setup(PlayerLuckDrawData data) { m_luckDrawData = data; int playerLevel = PlayerManager.Instance.FindHeroDataModel().GetUnitValue().sMsgPropCreateEntity_SC_UnitVisibleValue.UNIT_FIELD_LEVEL; GameObject iocnPrefab = data.GetItemIconPrefab(playerLevel); GameObject icon = Instantiate(iocnPrefab) as GameObject; icon.transform.parent = transform; icon.transform.localPosition = Vector3.zero; icon.transform.localScale = iocnPrefab.transform.localScale; SetSelected(false); Init(); }
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath) { if (CheckResModified(importedAssets) || CheckResModified(deletedAssets) || CheckResModified(movedAssets)) { string path = System.IO.Path.Combine(RESOURCE_LUCK_DRAW_FOLDER, "PlayerLuckDraw.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Bullet data file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <PlayerLuckDrawData> tempList = new List <PlayerLuckDrawData>(); for (int i = 2; i < levelIds.Length; i++) { PlayerLuckDrawData data = new PlayerLuckDrawData(); data.m_luckId = Convert.ToInt32(sheet["ID"][i]); //string iocnPrefabPath = System.IO.Path.Combine(ASSET_LUCK_DRAW_ICON_FOLDER, iocnPrefabStr + ".prefab"); //data.m_iconPrefab = (GameObject)AssetDatabase.LoadAssetAtPath(iocnPrefabPath, typeof(GameObject)); string tipPrefabStr = Convert.ToString(sheet["StatusTips"][i]); string tipPrefabPath = System.IO.Path.Combine(ASSET_LUCK_DRAW_ICON_FOLDER, tipPrefabStr + ".prefab"); data.m_tipPrefab = (GameObject)AssetDatabase.LoadAssetAtPath(tipPrefabPath, typeof(GameObject)); data.m_goodsNum = new List <ItemCountGroup>(); string strGoodNum = Convert.ToString(sheet["GoodsNum"][i]); string iocnPrefabStr = Convert.ToString(sheet["StatusPicture"][i]); if (strGoodNum != "0") { string[] splitNums = strGoodNum.Split('+'); string[] splitIconStrs = iocnPrefabStr.Split('+'); for (int j = 0; j < splitNums.Length; j++) { ItemCountGroup group = new ItemCountGroup(); string iocnPrefabPath = System.IO.Path.Combine(ASSET_LUCK_DRAW_ICON_FOLDER, splitIconStrs[j] + ".prefab"); group.m_icon = (GameObject)AssetDatabase.LoadAssetAtPath(iocnPrefabPath, typeof(GameObject)); group.m_itemCount = Convert.ToInt32(splitNums[j]); data.m_goodsNum.Add(group); } } tempList.Add(data); } CreateLuckDrawDataBase(tempList); } } }