Esempio n. 1
0
    /// <summary>
    /// 替换头像控件绑定
    /// </summary>
    /// <param name="oldHero"></param>
    /// <param name="newHero"></param>
    public void ReplaceHeadShot(HeroFightUnit oldHero, HeroFightUnit newHero)
    {
        HeadShotWidget headShot = HeadShotMapper[oldHero];

        HeadShotMapper.Remove(oldHero);
        HeadShotMapper.Add(newHero, headShot);
        headShot.HeadshotIcon.spriteName = Util.GetConfigString(newHero.heroData.icon);
        headShot.SetShuxing((HurtType)newHero.heroData.element);
        HeroAttack attack = newHero.GetComponent <HeroAttack>();

        headShot.onClick = attack.UI_UseActiveSkill;
        headShot.onDrag  = attack.UI_UseUniqueSkill;
    }
Esempio n. 2
0
    /// <summary>
    /// 绑定英雄头像控件
    /// </summary>
    /// <param name="unit"></param>
    /// <param name="i"></param>
    public void RegesterHeadShot(HeroFightUnit unit, int i)
    {
        string         key      = i + HeadShotWidget.nameExtension;
        HeadShotWidget headShot = (HeadShotWidget)widgetsMap[key];

        HeadShotMapper.Add(unit, headShot);
        headShot.HeadshotIcon.spriteName = Util.GetConfigString(unit.heroData.icon);
        headShot.SetShuxing((HurtType)unit.heroData.element);
        HeroAttack attack = unit.GetComponent <HeroAttack>();

        headShot.onClick = attack.UI_UseActiveSkill;
        headShot.onDrag  = attack.UI_UseUniqueSkill;
        headShot.gameObject.SetActive(true);
    }