private void OnQuestItemClick(GameQuestEntity obj) { //TODO:加载右侧关卡详情 Debug.Log("加载了右侧详情...."); //读表 GameQuestGradeEntity entity = GameQuestGradeDBModel.Instance.GetEntityByGameLevelId(obj.Id); if (entity == null) { return; } ReadExcelDataUtil data = new ReadExcelDataUtil(); data.SetValue(Constant.EXCEL_QuestId, entity.GameLevelId); data.SetValue(Constant.EXCEL_QuestName, obj.Name); //赋值文字 data.SetValue(Constant.EXCEL_BasicRewardText1, entity.Exp); data.SetValue(Constant.EXCEL_BasicRewardText2, entity.Gold); data.SetValue(Constant.EXCEL_ItemRewardText1, entity.EquipDesc); data.SetValue(Constant.EXCEL_ItemRewardText2, entity.MaterialDesc); //赋值图片 data.SetValue(Constant.EXCEL_ItemRewardImg1, entity.EquipImg); data.SetValue(Constant.EXCEL_ItemRewardImg2, entity.MaterialImg); mUIPanelQuestDetailView.SetUI(data); }
private void OpenMainQuestView() { //加载panel部分 mUIPanelQuestView = UIViewManagerNGUI.Instance.OpenWindowUI(UIPanelType.MainQuest, true).GetComponent <UIPanelMainQuestView>(); mUIPanelQuestDetailView = mUIPanelQuestView.transform.GetComponentInChildren <UIPanelMainQuestDetailView>(); ReadExcelDataUtil excel = new ReadExcelDataUtil(); ChapterEntity chapterEntity = ChapterDBModel.Instance.Get(1); excel.SetValue(Constant.EXCEL_ChapterId, chapterEntity.Id); excel.SetValue(Constant.EXCEL_ChapterName, chapterEntity.ChapterName); mUIPanelQuestView.SetUI(excel); //读取item详情(本地excel)部分 //获取了GameQuest.xls里的全部内容,现在开始整理归类 List <GameQuestEntity> questEntityList = GameQuestDBModel.Instance.GetAllData(); #region 为item按章节分组的过程,并添加进dic中 if (dic.Count == 0) { int tempChapterCount = 1; //临时变量,用于分组使用 int tempIndex = 0; for (int i = 0; i < questEntityList.Count; i++) { if (questEntityList[i].ChapterID != tempChapterCount) //章节发生了改变 { List <GameQuestEntity> questEntityPage = new List <GameQuestEntity>(); tempIndex = i; for (int j = 0; j < tempIndex; j++) { questEntityPage.Add(questEntityList[j]); } dic.Add(tempChapterCount, questEntityPage);//《页码,item详情》 tempChapterCount++; } } List <GameQuestEntity> questEntityLastPage = new List <GameQuestEntity>(); //循环结束,把最后一篇的内容加到dic中 for (int j = tempIndex; j < questEntityList.Count; j++) { tempIndex = questEntityList.Count; questEntityLastPage.Add(questEntityList[j]); } dic.Add(tempChapterCount, questEntityLastPage);//《页码,item详情》 } #endregion //先加载panel,完毕后再加载item mUIPanelQuestView.OnViewLoadDone = () => { //把做好的dic传给PanelView,view上可以直接使用 mUIPanelQuestView.SetInfosDic(dic); //打开主线面板时,默认显示第一篇的关卡内容 mUIPanelQuestView.SetQuestItem(1); }; mUIPanelQuestView.OnItemClick = OnQuestItemClick; //这一步是点击一个item后,panel要做的事 }
public void SetUI(ReadExcelDataUtil data) { mQuestId = data.GetValue <int>(Constant.EXCEL_QuestId); QuestNameText.SetText(data.GetValue <string>(Constant.EXCEL_QuestName)); //经验、金币 BasicRewardText1.SetText(data.GetValue <int>(Constant.EXCEL_BasicRewardText1) + "经验".ToString()); BasicRewardText2.SetText(data.GetValue <int>(Constant.EXCEL_BasicRewardText2) + "金币".ToString()); //装备、材料 ItemRewardText1.SetText(data.GetValue <string>(Constant.EXCEL_ItemRewardText1)); ItemRewardText2.SetText(data.GetValue <string>(Constant.EXCEL_ItemRewardText2)); //道具奖励图片 ItemRewardImg1.overrideSprite = GameUtil.LoadSprite(Constant.PATH_ItemImg + data.GetValue <string>(Constant.EXCEL_ItemRewardImg1)); ItemRewardImg2.overrideSprite = GameUtil.LoadSprite(Constant.PATH_ItemImg + data.GetValue <string>(Constant.EXCEL_ItemRewardImg2)); }
public void SetUI(ReadExcelDataUtil excel) { mChapterId = excel.GetValue <int>(Constant.EXCEL_ChapterId); mChapterName.SetText(excel.GetValue <string>(Constant.EXCEL_ChapterName)); Debug.Log("主线剧情panel赋值完毕:chapterId=" + mChapterId); }