// 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; } } }
// 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(); }