public static UI_ListItem InitListItem(GameObject itemObj) { itemObj.SetActive(false); GameObject gameObject = Instantiate(itemObj, itemObj.transform.parent); gameObject.SetActive(true); UI_ListItem uI_ListItem = gameObject.GetComponent <UI_ListItem>(); return(uI_ListItem); }
private void SetMapList(int startMap) { List <int> mapList = new List <int>() { startMap }; for (int i = 0; i < 100; i++) { int nextMap = Cfg_Map.GetCfg(startMap).NextMap; if (nextMap != 0) { mapList.Add(nextMap); startMap = nextMap; } else { break; } } bool lastMapIsPass = true; foreach (var map in mapList) { UI_ListItem = UIBase.InitListItem(MapListObj); UI_ListItem.Texts[0].text = Cfg_Map.GetCfg(map).Name; UI_ListItem.Texts[1].text = Cfg_Map.GetCfg(map).Des; bool IsPass = AlreadyPass.Contains(map); UI_ListItem.Objs[0].SetActive(!IsPass && lastMapIsPass); UI_ListItem.Objs[1].SetActive(IsPass || !lastMapIsPass); if (IsPass && lastMapIsPass) { UI_ListItem.Texts[2].text = "已通关"; } else { UI_ListItem.Texts[2].text = "需通关上一关"; } lastMapIsPass = IsPass; UI_ListItem.btns[0].onClick.AddListener(delegate() { gameObject.SetActive(false); GenerateMap.CurrentMapId = map; }); SetMonsterList(map, UI_ListItem.Objs[2]); } UIBase.ResetListPos(MapListObj, 1); }
private void SetItemList() { foreach (Item item in ItemData) { UI_ListItem = UIBase.InitListItem(ItemObj); UI_ListItem.Objs[0].SetActive(true); UI_ListItem.Texts[0].text = item.itemNum.ToString(); string Asset = COMMON.ItemIconPath + Cfg_Item.GetCfg(item.itemId).AssetName; UIBase.SetImageSpite(UI_ListItem.Images[0], Asset); } for (int i = 0; i < Mathf.Max(ItemData.Count, DefaultNum - ItemData.Count); i++) { UI_ListItem = UIBase.InitListItem(ItemObj); UI_ListItem.Objs[0].SetActive(false); } }
public void ShowAttrChange(int value, Vector3 pos, int type = 2) { if (AllListShow.ContainsKey(pos)) { UI_ListItem = UIBase.InitListItem(GetItemObj(AllListShow[pos])); } else { ListObj.SetActive(true); GameObject obj = Instantiate(ListObj, ListObj.transform.parent); AllListShow.Add(pos, obj); UI_ListItem = UIBase.InitListItem(GetItemObj(AllListShow[pos])); ListObj.SetActive(false); } Vector3 objPos = Camera.main.WorldToScreenPoint(pos); AllListShow[pos].transform.position = objPos; UI_ListItem.Texts[0].text = value.ToString(); UI_ListItem.Objs[type].SetActive(true); Destroy(UI_ListItem.gameObject, 5); }
private void SetChapterList() { foreach (var item in Cfg_Chapter.GetAllCfg()) { UI_ListItem = UIBase.InitListItem(ChapterListObj); UI_ListItem.Texts[0].text = item.Name; string Asset = COMMON.ChapterIconPath + item.Asset; UIBase.SetImageSpite(UI_ListItem.Images[0], Asset); if (!AlreadyPass.Contains(item.NeedMap)) { COMMON.SetImageGray(UI_ListItem.Images[0]); } UI_ListItem.btns[0].onClick.AddListener(delegate() { if (!AlreadyPass.Contains(item.NeedMap)) { UIBase.Addtips("请先通关上一章节!"); return; } OpenMapList(item.StartMap); MapList_ChapterName.text = item.Name; }); } }
public void AddTips(string tips) { UI_ListItem = UIBase.InitListItem(tipsObj); UI_ListItem.Texts[0].text = tips; Destroy(UI_ListItem.gameObject, DisappearTime); }