public void SelectSkill(RTSingleSkillItem skillItem) { if (currentSkillId == skillItem.ItemId) { return; } // SSI_Id = skillSelect.skillList.IndexOf(skillItem); for (int i = 0; i < skillSelect.skillList.Count; i++) { skillSelect.skillList[i].isSelected = false; } skillItem.isSelected = true; currentSkillId = skillItem.ItemId; currentSkill = SDDataManager.Instance.getOwnedSkillById (currentSkillId, heroDetail.Hashcode); refreshSkillDetail(); }
public void initHeroAllSkills() { int hashcode = heroDetail.Hashcode; currentAll = SDDataManager.Instance.getSkillListByHashcode(hashcode); resetSkillList(); for (int i = 0; i < currentAll.Count; i++) { Transform s = Instantiate(skillItem) as Transform; s.SetParent(rect.content); s.localScale = Vector3.one; s.gameObject.SetActive(true); RTSingleSkillItem _S = s.GetComponent <RTSingleSkillItem>(); _S.initSkillItem(currentAll[i], heroDetail.Hashcode);//构建技能基础信息 skillList.Add(_S); } }