/// <summary> /// 设置素材 /// </summary> public void SetSynthesisMaterials() { if (listUIMaterial == null) { listUIMaterial = new List <UIViewSynthesisMaterial>(); } listUIMaterial.Clear(); //先删除所有素材 ui_SynthesisMaterials.DestroyAllChild(); //获取当前选中合成道具 ItemsSynthesisBean itemsSynthesis = listSynthesisData[indexSelect]; List <ItemsSynthesisMaterialsBean> listMaterials = itemsSynthesis.GetSynthesisMaterials(); //获取起始点位置 Vector2[] listCirclePosition = VectorUtil.GetListCirclePosition(listMaterials.Count, 0, Vector2.zero, 95); //创建所有素材 int itemAngle = 360 / listMaterials.Count; for (int i = 0; i < listMaterials.Count; i++) { GameObject objMaterial = Instantiate(ui_SynthesisMaterials.gameObject, ui_ViewSynthesisMaterial.gameObject); UIViewSynthesisMaterial itemMaterial = objMaterial.GetComponent <UIViewSynthesisMaterial>(); ItemsSynthesisMaterialsBean itemData = listMaterials[i]; itemMaterial.SetData(itemData, itemAngle * i); itemMaterial.rectTransform.anchoredPosition = listCirclePosition[i]; listUIMaterial.Add(itemMaterial); } }
/// <summary> /// 刷新素材显示 /// </summary> public void RefreshMaterials() { if (listUIMaterial == null) { listUIMaterial = new List <UIViewSynthesisMaterial>(); } for (int i = 0; i < listUIMaterial.Count; i++) { UIViewSynthesisMaterial itemUIMaterial = listUIMaterial[i]; itemUIMaterial.RefreshUI(); } }