コード例 #1
0
    // 铸魂成功之后的操作
    public void SoulSuccess()
    {
        _soulHeroList.Clear();
        count = 0;
        ReloadHero();

        _artifact = null;
        Dictionary <int, Artifact> _map = ObjectSelf.GetInstance().ArtifactContainerBag.GetArtifactMap();

        for (int i = 0; i <= _map.Count; i++)
        {
            if (_map.ContainsKey(i))
            {
                if (index + 1 == i)
                {
                    _artifact = _map [i];
                    break;
                }
            }
        }

        ArtifactItem item = _artifactItem.GetComponent <ArtifactItem> ();

        item.ShowInfoSoul(_artifact, count);
        _item.ShowHeroData();

        // 当到达满级之后
        if (_artifact.GetArtifactDB().GetLevel() == 5)
        {
            bool   ret     = false;
            int [] recode  = _artifact.GetArtifactDB().m_IntoRecord;
            int [] heroNum = _artifact.GetArtifactRow().getHeroNum();
            for (int i = 0; i < heroNum.Length; i++)
            {
                if (heroNum [i] > recode [i])
                {
                    ret = true;
                    break;
                }
            }

            if (!ret)
            {
                for (int i = 1; i < _emptyHero.transform.childCount; i++)
                {
                    _emptyHero.transform.GetChild(i).gameObject.SetActive(false);
                }

                _emptyHero.transform.FindChild("TipsText").GetComponent <Text> ().text = GameUtils.getString("relics_content16");
                _emptyHero.transform.FindChild("TipsText").GetComponent <Text> ().gameObject.SetActive(true);

                return;
            }
        }
    }
コード例 #2
0
    // 显示整个神器界面的信息
    public void ShowInfo(Artifact artifact)
    {
        _artifact = artifact;
        _item     = _artifactItem.AddComponent <ArtifactItem> ();
        _item.ShowInfoSoul(artifact, count);
        _item.ShowHeroData();

        _item._soulBtn.onClick.RemoveAllListeners();
        _item._soulBtn.onClick.AddListener(new UnityEngine.Events.UnityAction(OnClickSoulBtn));

        ReloadHero();
    }