Esempio n. 1
0
 public override void Awake()
 {
     base.Awake();
     childDatas = new ChildData[Main.settings.numberOfColumns];
     for (int i = 0; i < Main.settings.numberOfColumns; i++)
     {
         Transform child = transform.GetChild(i);
         childDatas[i] = new ChildData(child);
     }
 }
Esempio n. 2
0
        private void SetCell(ItemCell itemCell, int index)
        {
            ActorItem item = itemCell as ActorItem;

            if (item == null)
            {
                // Main.Logger.Log("ItemCell 出错。。。");
                return;
            }
            item.name = "Actor,10000";

            //item.GetComponent<Image>().color = new Color(index%2 == 0 ? 1:0, 0, 0);

            string[] names = new string[item.childDatas.Length];

            ChildData[] childDatas = item.childDatas;
            for (int i = 0; i < Main.settings.numberOfColumns; i++)
            {
                if (i < childDatas.Length)
                {
                    int       idx       = (index - 1) * Main.settings.numberOfColumns + i;
                    ChildData childData = childDatas[i];
                    if (idx < m_data.Length)
                    {
                        int        num2 = m_data[idx];
                        GameObject go   = childData.gameObject;
                        go.name = "Actor," + num2;
                        childData.toggle.group = HomeSystem.instance.listActorsHolder.GetComponent <ToggleGroup>();
                        childData.setItem.SetActor(num2, skillTyp, favorChange);

                        names[i] = "\nActor," + num2 + " 多余的隐藏 第" + index + "行 第" + i + "个  索引=" + idx;
                        if (!go.activeSelf)
                        {
                            go.SetActive(true);
                        }
                    }
                    else
                    {
                        GameObject go = childData.gameObject;
                        if (go.activeSelf)
                        {
                            go.SetActive(false);
                        }
                        // Main.Logger.Log("多余的隐藏 第" + index + "行 第" + i + "个  索引=" + idx);
                    }
                }
                else
                {
                    // Main.Logger.Log("行数量出错。。。");
                }
            }

            // Main.Logger.Log(string.Format("创建第{0}行NPC {1} {2} {3} {4}", index, names[0], names[1], names[2], names[3]));
        }