void UpdateBelleMatrixItems() { // 加载阵型Item if (null == m_ObjBelleMatrixItem) { LogModule.ErrorLog("can not load belle matrix item prefab in m_ObjBelleMatrixItem:"); return; } Obj_MainPlayer mainPlayer = Singleton <ObjManager> .Instance.MainPlayer; if (null == mainPlayer) { return; } for (int i = 0; i < TableManager.GetBelleMatrix().Count; i++) { Tab_BelleMatrix curBelleMatrix = TableManager.GetBelleMatrixByID(i, 0); if (null == curBelleMatrix) { continue; } GameObject curItem = Utils.BindObjToParent(m_ObjBelleMatrixItem, MatrixListGrid); if (null != curItem && null != curItem.GetComponent <BelleMatrixItem>()) { curItem.GetComponent <BelleMatrixItem>().SetData(this, i, curBelleMatrix); } } MatrixListGrid.GetComponent <UIGrid>().repositionNow = true; // 显示第一个阵型信息 Transform curMatrixItem = MatrixListGrid.transform.FindChild("0"); if (null != curMatrixItem) { m_curSelectMatrix = curMatrixItem.GetComponent <BelleMatrixItem>(); if (null != m_curSelectMatrix) { m_curSelectMatrix.EnableHightLight(true); } MatrixInfo.SetActive(true); ShowMatrixByItem(); } else { MatrixInfo.SetActive(false); } }
// public void ShowMyBeleList() // { // m_MyBelleWindow.Show(); // } // void OnCloseBelleListPopWindowClick() // { // m_MyBelleWindow.Hide(); // } // 选择一个阵型 public void OnMatrixListItemClick(GameObject objItem) { if (null != m_curSelectMatrix) { m_curSelectMatrix.EnableHightLight(false); } m_curSelectMatrix = objItem.GetComponent <BelleMatrixItem>(); if (null != m_curSelectMatrix) { m_curSelectMatrix.EnableHightLight(true); } ShowMatrixByItem(); }