// 设置经常使用英雄信息 private void SetOftenUseHeroInfo(List <cmd_entity_hero_info> heroInfoList, GameObject heroGroup, ResNode heroIns, int nPDBID, bool bIsSelf) { if (heroInfoList.Count > 5 || heroIns == null) { return; } // 每次先清空HeroGroup内容 int nChildCount = heroGroup.transform.childCount; for (int i = nChildCount - 1; i >= 0; --i) { GameObject go = heroGroup.transform.GetChild(i).gameObject; ResNode.DestroyRes(ref go); } bool bIsFirst = true; int nMaxUseNum = 0; // heroInfoList数据是按使用次数从大向小排序的 foreach (var item in heroInfoList) { if (item.nHeroID == 0) { return; } // 确定最大使用次数 if (bIsFirst) { bIsFirst = false; nMaxUseNum = item.nGameCount; } // 创建预制体并进行赋值显示 GameObject inst = heroIns.InstanceMainRes(); if (inst == null) { continue; } inst.transform.SetParent(heroGroup.transform, false); HeroInfo heroInfo = inst.GetComponent <HeroInfo>(); if (heroInfo == null) { continue; } heroInfo.setRequestInfo(bIsSelf, nPDBID); heroInfo.setHeroInfo(item, nMaxUseNum); } }