void Start() { Global.init(() => { List <int> random = new List <int>(); for (int i = 0; i < cards.Length; i++) { CharacterCard card = cards[i]; card.data = Global.CHARACTER_TABLE[i + 1]; card.gameObject.SetActive(true); card.SetIndex(i + 1); if (card.GetCanSelect() && (i + 1) != DataUtils.characterID) { random.Add(i + 1); } } int r = random[Random.Range(0, random.Count)]; string filter = ""; for (int i = 0; i < random.Count; i++) { filter += random[i] + ","; } SelectCard(r); okBtnSelectFrame.gameObject.SetActive(true); if (DataUtils.runingAutoMode) { Invoke("AutoGoNext", 3); } }); }
// Use this for initialization void Start() { okBtnFrame.SetActive(true); DataUtils.isAutoMode = false; DataUtils.runingAutoMode = false; curItem = okBtn; //初始化设置 Global.init(() => { for (int i = 0; i < propCards.Length; i++) { if (Global.PROP_TABLE.ContainsKey(i + 1)) { propCards[i].SetData(Global.PROP_TABLE[i + 1]); switch (i) { case 0: case 1: case 2: propCards[i].SetBuy(DataUtils.correntPropCount == ((i + 1) * 5)); //纠正道具 break; case 3: case 4: case 5: propCards[i].SetBuy(DataUtils.lifeType == (Global.LIFE_TYPE)(i - 2)); //血量道具 break; } } } //===================character for (int i = 0; i < cards.Length; i++) { CharacterCard card = cards[i]; card.data = Global.CHARACTER_TABLE[i + 1]; card.gameObject.SetActive(true); card.SetIndex(i); } //随机操作丢到了DataUtils里去了..从SongList过来之前已经随机好了.确保每次进游戏都是选的不同的人. int r = DataUtils.characterID; characterIndex = r - 1; SetCharacter(r - 1); if (Guide.instance != null) { Guide.instance.Show(); } }); }