public static List <StaticShipCanvas> GetAllShipDesignList(ShipModemType type) { Int2 range = ConfigM.GetShipDesignCellRange(type); List <StaticShipCanvas> l = new List <StaticShipCanvas>(); foreach (StaticShipCanvas canvas in m_lShipDesignInfo.Values) { if (canvas != null && canvas.Cell > range.Layer && canvas.Cell <= range.Unit) { l.Add(canvas); } } return(l); }
/// <summary> /// 获取船只设计图格子数区间. /// </summary> /// <returns>The ship design cell number.</returns> /// <param name="type">Type.</param> public static Int2 GetShipDesignCellRange(ShipModemType type) { int Index = (int)type; Int2 range = new Int2(); if (Index == 0) { range.Layer = 0; range.Unit = 100; } else { range.Layer = GetParaStrToInt(59, Index, 0); range.Unit = GetParaStrToInt(59, Index, 1);; } return(range); }
void CreateWhenSelectChange(ShipModemType type) { U3DUtil.DestroyAllChild(MyHead.Table.gameObject); List <StaticShipCanvas> l = ShipPlanDC.GetAllShipDesignList(type); SortCanvasList(ref l); for (int i = 0; i < l.Count; i++) { StaticShipCanvas Info = l[i]; GameObject go = NDLoad.LoadWndItem("ShipDesignItem", MyHead.Table.transform); if (go != null) { ShipDesignItem item = go.GetComponent <ShipDesignItem>(); if (item != null) { item.SetData(Info, m_iWndType == WndType.ShipEdit, Info.ShipDesignID); item.m_SelectCallBack = ShipDesignItemCallBack; } } } StartCoroutine(RepositionTable(1)); }