public void ShowUnitList(List <Unit> list, BattlefieldUiIndex uiIndex) { if (IsInit) { table.ClreanTable(false); } Init(); TableCell[] row = new TableCell[6]; foreach (var item in list) { if (item == null) { continue; } //row[0] = table.CreateInputFieldTableCell(item.Setting.Name); UnitSummaryData data = item.GetSummary(); row[0] = table.CreateTableButtonCell(data.name, (cell) => { uiIndex.ShowInfoWindow(data.name + ":\n" + item.Setting.Introduce); }); row[1] = table.CreateInputFieldTableCell(data.Hp + ""); row[2] = table.CreateInputFieldTableCell(data.Ad + ""); row[3] = table.CreateInputFieldTableCell(data.Ed + ""); row[4] = table.CreateInputFieldTableCell(data.Count + "/" + data.AllCount + ""); row[5] = table.CreateInputFieldTableCell(data.Morale + ""); for (int i = 1; i < 6; i++) { ((TableInputFieldCell)row[i]).SetRacastTarget(false); } //row[3] = table.CreateTableButtonCell("详情", (cell) => { Debug.Log(cell.IndexRow + " " + cell.IndexColumn); }); //row[4] = table.CreateTableButtonCell("给出", (cell) => { Debug.Log(cell.IndexRow + " " + cell.IndexColumn); }); table.AddRow(row); } scroolrect.verticalNormalizedPosition = 1; }
public BattleContorl(King PlayerKing, King EnemyKing, BattlefieldUiIndex uiIndex) { UiIndex = uiIndex; R_Player = PlayerKing; R_Enemy = EnemyKing; S_Player = new King(PlayerKing, true, false); S_Enemy = new King(EnemyKing, true, false); Player = new King(PlayerKing, true, false); Enemy = new King(EnemyKing, true, false); Init(); }
public void ClostBattle() { UiIndex.gameObject.SetActive(false); UiIndex = null; R_Player = null; R_Enemy = null; S_Player = null; S_Enemy = null; Player = null; Enemy = null; }
public static void SetBattleUiIndex(BattlefieldUiIndex index) { BattleUiIndex = index; }