public override void RefreshView() { iconImage.sprite = Statics.GetIconSprite(bookData.IconId); flashImage.gameObject.SetActive(((int)bookData.Quality) >= ((int)QualityType.FlashGold)); nameText.text = string.Format("<color=\"{0}\">{1}</color>", Statics.GetQualityColorString(bookData.Quality), bookData.Name); descText.text = string.Format("{0}{1}{2}{3}\n描述:\n{4}", bookData.GetCurrentSkill() != null ? bookData.GetCurrentSkill().Desc : "心法无招式", bookData.LimitWeaponType != WeaponType.None ? string.Format("\n兵器限制:{0}", Statics.GetEnmuDesc <WeaponType>(bookData.LimitWeaponType)) : "", info != "" ? string.Format("\n附加属性:\n<color=\"#00FF00\">{0}</color>", info) : "", secretInfo != "" ? string.Format("\n诀要加成属性:\n<color=\"#00FF00\">{0}</color>", secretInfo) : "", !string.IsNullOrEmpty(bookData.Desc) ? bookData.Desc : "无"); if (bookData.IsMindBook) { titleText.text = "心法"; } else if (bookData.IsLostKnowledge) { titleText.text = "绝学"; } else { titleText.text = "秘籍"; } if (prefabObj == null) { prefabObj = Statics.GetPrefab("Prefabs/UI/GridItems/SkillItemContainer"); } StartCoroutine(refreshHeight()); if (!bookData.IsMindBook) { secretsDescText.text = string.Format("修为:\n{0}/{1}", expAndSecretData.Exp.Cur, expAndSecretData.Exp.Max > 0 ? Statics.GetBookStepExp(expAndSecretData.Exp.Cur) : 0); studyText.text = string.Format("领悟:{0}/{1}", expAndSecretData.Secrets.Count, Statics.GetBookLV(expAndSecretData.Exp.Cur)); MakeButtonEnable(studyBtn, true); } else { secretsDescText.text = "修为:\n不可修炼"; studyText.text = "不可领悟"; MakeButtonEnable(studyBtn, false); } // if (bookData.Skills.Count > 0) { // emptyImage.gameObject.SetActive(false); // SkillData skill; // GameObject itemPrefab; // SkillItemContainer container; // for (int i = 0; i < bookData.Skills.Count; i++) { // skill = bookData.Skills[i]; // if (containers.Count <= i) { // itemPrefab = Statics.GetPrefabClone(prefabObj); // MakeToParent(gridTrans.transform, itemPrefab.transform); // container = itemPrefab.GetComponent<SkillItemContainer>(); // containers.Add(container); // } // else { // container = containers[i]; // } // container.UpdateData(skill, i != bookData.Skills.Count - 1); // container.RefreshView(); // } // } // else { // emptyImage.gameObject.SetActive(true); // } }