public void Free() { _dataCampaign = null; _campaign = null; _selectTileIndex = -1; if (_skeletonAnim != null) { MonoBehaviour.DestroyImmediate(_skeletonAnim.gameObject); _skeletonAnim = null; } if (_boundingBox != null) { MonoBehaviour.DestroyImmediate(_boundingBox.gameObject); _boundingBox = null; _boundingBoxLineRender = null; } FreeArrow(); if (_tankIconRoot != null) { MonoBehaviour.DestroyImmediate(_tankIconRoot); _tankIconRoot = null; } FreeStar(); }
public CampaignMapControl(DataMissionGroup.DataCampaign dataCampaign, int startTileIndex = 0) { _dataCampaign = dataCampaign; _campaign = InstancePlayer.instance.model_User.model_level.GetCampaign(dataCampaign.difficulty, dataCampaign.stageId); LoadSpine(); UpdateTileState(); SelectTile(startTileIndex); }
// 更新Mission列表 public void UpdateMissionList() { List <Model_Mission> model_missions; Model_User model_User = InstancePlayer.instance.model_User; Model_Level model_level = InstancePlayer.instance.model_User.model_level; DataConfig.MISSION_DIFFICULTY difficulty = DataMission.GetDifficulty(_missionMagicId); int stageId = DataMission.GetStageId(_missionMagicId); Model_Level.Campaign campaign = model_level.GetCampaign(difficulty, stageId); model_missions = campaign.list; int n = model_missions.Count; int currentSelectId = 0; GameObject cell_prefab = Resources.Load(MISSION_CELL_PATH) as GameObject; for (int i = 0; i < n; ++i) { GameObject cell = NGUITools.AddChild(grid_Mission.gameObject, cell_prefab); grid_Mission.AddChild(cell.transform); cell.name = UIHelper.GetItemSuffix(i); Model_Mission model_Mission = model_missions [i]; MissionCellUI cellUI = cell.GetComponent <MissionCellUI> (); cellUI.missionDetialUI = missionDetialUI; cellUI.missionPanel = this; cellUI.isUnlock = model_Mission.actived; // 当前关卡选中项 if (_missionMagicId == model_Mission.magicId) { cellUI.isSelected = true; } // Boss if (i == n - 1) { cellUI.isBoss = true; } cellUI.UpdateUI(model_Mission); mission_cell_list.Add(cellUI); } grid_Mission.animateSmoothly = false; grid_Mission.repositionNow = true; }