public void Init(int count, EquipCombineOne equip) { this.mCount = count; this.mChooses.Clear(); this.mPool.Collect <EquipCombineChooseOne>(); List <float> list = this.mPos3; for (int i = 0; i < count; i++) { EquipCombineChooseOne item = this.mPool.DeQueue <EquipCombineChooseOne>(); item.gameObject.SetParentNormal(this.mCombineBG[i]); (item.transform as RectTransform).SetAsFirstSibling(); item.Clear(); if (i == 0) { item.Init(i, equip.mData); item.Set_Choose_Equip(equip); } else { item.Init(i, equip.mData); item.ShowMask(true); } item.OnButtonClick = this.OnCombineDown; this.mChooses.Add(item); } }
public void init_data(int count, EquipCombineOne equip) { this.equipid = equip.mData.EquipID; this.mCount = count; this.mChooseIndexs.Clear(); this.mChooseIndexs.Add(equip.mIndex); for (int i = 0; i < (count - 1); i++) { this.mChooseIndexs.Add(-1); } }
public int get_choose_index(EquipCombineOne one) { int num = 0; int count = this.mChooseIndexs.Count; while (num < count) { if (this.mChooseIndexs[num] == one.mIndex) { return(num); } num++; } return(-1); }
public EquipCombineChooseOne ChooseOne(EquipCombineOne one) { int index = 0; int count = this.mChooseIndexs.Count; while (index < count) { if (this.mChooseIndexs[index] < 0) { this.modify_chooseindex(index, one.mIndex); this.mChooses[index].Set_Choose_Equip(one); return(this.mChooses[index]); } index++; } return(null); }
public bool can_choose(EquipCombineOne one) => (this.equipid == one.mData.EquipID);