/// <summary> /// 展示物品信息 by 贺丰 /// </summary> /// <param name="_itemUI"></param> /// <param name="_left"></param> /// <param name="_middle"></param> /// <param name="_right"></param> /// <param name="_tiggerUI"></param> public static void ShowEquipmentTooltip(ItemUI _itemUI, ItemActionType _left, ItemActionType _middle, ItemActionType _right, ItemActionType _other, GameObject _tiggerUI = null) { CloseAllTooltip(); EquipmentInfo info = _itemUI.EQInfo; if (info == null) { return; } GUIBase panel = GetPanelByType(TooltipType.Equipment); if (panel == null) { return; } EquipmentTooltip equipmentTooltip = panel.GetComponent <EquipmentTooltip>(); if (equipmentTooltip == null) { GameSys.LogError("在预制上找不到组件 : <EquipmentTooltip>!"); return; } // Debug.Log("ShowEquipmentTooltip 热感"); equipmentTooltip.mSyncTriggerChk = _itemUI.GetComponent <UIToggle>(); equipmentTooltip.EquipmentInfo = info; equipmentTooltip.SetActionBtn(_left, _middle, _right, _other); panel.OpenUI(); //SetEquipTooltipPostion(panel.gameObject, _tiggerUI); }
/// <summary> /// 展示物品信息 by吴江 /// </summary> /// <param name="_info">装备信息</param> /// <param name="_left">左边功能按钮的行为类型</param> /// <param name="_middle">中间功能按钮的行为类型</param> /// <param name="_right">右边功能按钮的行为类型</param> /// <param name="_itemUI">展示界面的碰撞依据。为空的话则是物品控件本身</param> public static void ShowEquipmentTooltip(EquipmentInfo _info, ItemActionType _left, ItemActionType _middle, ItemActionType _right, ItemActionType _other, GameObject _tiggerUI = null) { CloseAllTooltip(); if (_info == null) { return; } GUIBase panel = GetPanelByType(TooltipType.Equipment); if (panel == null) { return; } EquipmentTooltip equipmentTooltip = panel.GetComponent <EquipmentTooltip>(); if (equipmentTooltip == null) { GameSys.LogError("在预制上找不到组件 : <EquipmentTooltip>!"); return; } equipmentTooltip.EquipmentInfo = _info; equipmentTooltip.SetActionBtn(_left, _middle, _right, _other); panel.OpenUI(); //SetEquipTooltipPostion(panel.gameObject, _tiggerUI); if (_info.IsEquip && _info.BelongTo != EquipmentBelongTo.EQUIP) { EquipmentInfo compareEquip = GameCenter.inventoryMng.GetEquipFromEquipDicBySlot(_info.Slot); if (compareEquip != null && _info.InstanceID != compareEquip.InstanceID) { ToolTipMng.ShowCompareEquipmentTooltip(compareEquip); } } }
/// <summary> /// 展示物品信息 by邓成 /// </summary> /// <param name="_info">装备信息</param> /// <param name="_left">左边功能按钮的行为类型</param> /// <param name="_middle">中间功能按钮的行为类型</param> /// <param name="_right">右边功能按钮的行为类型</param> /// <param name="_itemUI">展示界面的碰撞依据。为空的话则是物品控件本身</param> public static void ShowEquipmentTooltip(int _itemType) { CloseAllTooltip(); EquipmentInfo info = new EquipmentInfo(_itemType, EquipmentBelongTo.PREVIEW); if (info == null) { return; } GUIBase panel = GetPanelByType(TooltipType.Equipment); if (panel == null) { return; } EquipmentTooltip equipmentTooltip = panel.GetComponent <EquipmentTooltip>(); if (equipmentTooltip == null) { GameSys.LogError("在预制上找不到组件 : <EquipmentTooltip>!"); return; } equipmentTooltip.EquipmentInfo = info; equipmentTooltip.SetActionBtn(ItemActionType.None, ItemActionType.None, ItemActionType.None); panel.OpenUI(); }
/// <summary> /// 展示属性信息 by吴江 /// </summary> /// <param name="_triggerUI"></param> /// <param name="_tag"></param> /// <param name="_value"></param> public static void ShowPropertyTooltip(GameObject _triggerUI, ActorPropertyTag _tag, int _value) { CloseAllTooltip(); if (_tag == ActorPropertyTag.TOTAL) { return; } GUIBase panel = GetPanelByType(TooltipType.Property); if (panel == null) { return; } PropertyTooltip propertyTooltip = panel.GetComponent <PropertyTooltip>(); if (propertyTooltip == null) { GameSys.LogError("在预制上找不到组件 : <EquipmentTooltip>!"); return; } propertyTooltip.SetData(_tag, _value, _triggerUI); panel.OpenUI(); SetPropertyTooltipPosition(panel.gameObject, _triggerUI); }
/// <summary> /// 加载某个界面 by吴江 /// </summary> /// <param name="_name"></param> /// <param name="_needOpen">加载以后是否需要打开</param> /// <returns></returns> public GUIBase GenGUI(string _name, bool _needOpen, SubGUIType _subType = SubGUIType.NONE, GUIType _baseOn = GUIType.NONE, System.Action <GUIBase> _callback = null) { if (uiDictionary.ContainsKey(_name) && uiDictionary[_name] != null) { if (_callback != null) { _callback(uiDictionary[_name]); } return(_needOpen ? uiDictionary[_name].OpenUI() : uiDictionary[_name].CloseUI()); } Object obj = exResources.GetResource(ResourceType.GUI, _name); if (obj == null) { Debug.LogError("找不到名为:" + _name + "的UI预制"); return(null); } GameObject gui = Instantiate(obj) as GameObject; gui.transform.parent = uIRoot.transform; gui.transform.localScale = Vector3.one; gui.transform.localPosition = Vector3.zero; gui.name = obj.name; obj = null; UIAnchor anchor = gui.GetComponent <UIAnchor>(); gui.SetActive(false); if (anchor != null) { anchor.uiCamera = GameCenter.cameraMng.uiCamera; } GUIBase guibase = gui.GetComponent <GUIBase>(); if (guibase != null) { uiDictionary[_name] = guibase; if (_subType != SubGUIType.NONE) { guibase.InitSubGUIType = _subType; } if (_needOpen) { guibase.OpenUI(_baseOn); } if (_callback != null) { _callback(guibase); } return(guibase); } else { Debug.LogError("在" + _name + " UI预制上找不到 GUIBase 组件!"); } return(null); }
public static void ShowCompareEquipmentTooltip(EquipmentInfo _info, GameObject _tiggerUI = null) { if (_info == null) { return; } GUIBase panel = GetPanelByType(TooltipType.EquipmentCompare); if (panel == null) { return; } EquipmentTooltip equipmentTooltip = panel.GetComponent <EquipmentTooltip>(); if (equipmentTooltip == null) { GameSys.LogError("在预制上找不到组件 : <EquipmentTooltip>!"); return; } equipmentTooltip.EquipmentInfo = _info; equipmentTooltip.SetActionBtn(ItemActionType.None, ItemActionType.None, ItemActionType.None); panel.transform.localPosition = new Vector3(0, 0, -200); panel.OpenUI(); }