public void Init(string name, DancerInfo.Country country, GameObject bindingObj) { m_Name.text = name; m_BindingGameObject = bindingObj; float nameWidth = m_Name.preferredWidth; float width = nameWidth + m_Country.rectTransform.sizeDelta.x + Interval; float deltaWidth = (width - nameWidth) / 2f; m_Name.rectTransform.localPosition = new Vector3(deltaWidth, 0, 0); m_Country.rectTransform.localPosition = new Vector3(-(nameWidth - width / 2f + Interval + m_Country.rectTransform.sizeDelta.x / 2f), 0, 0); switch (country) { case DancerInfo.Country.America: m_Country.sprite = Resources.Load <Sprite>("CityFlag/en_US"); break; case DancerInfo.Country.China: m_Country.sprite = Resources.Load <Sprite>("CityFlag/zh_CN"); break; } m_StartBinding = true; StartCoroutine(DelayShow()); }
public static DancerInfo GetNPCDancer(bool betterOne, int wholeScore, DancerInfo.Country country, DancerInfo.Sex sex, int maxScore, int clickMaxScore, List <string> typeList) { DancerInfo dancer = new DancerInfo(); if (country == DancerInfo.Country.China) { dancer.Name = RoleManager.RandomUserNickName(LanguageType.Chinese); } else { dancer.Name = RoleManager.RandomUserNickName(LanguageType.English); } dancer.m_Country = country; dancer.m_Sex = sex; if (betterOne) { dancer.WholeScore = UnityEngine.Random.Range(wholeScore + 1, maxScore); dancer.m_RankingType = DancerInfo.RankingType.Winner; } else { dancer.WholeScore = UnityEngine.Random.Range(0, wholeScore); dancer.m_RankingType = DancerInfo.RankingType.Loser; } dancer.ClickScore = UnityEngine.Random.Range(0, dancer.WholeScore); dancer.VoiceScore = dancer.WholeScore - dancer.ClickScore; dancer.WholeRankingPercent = (float)dancer.WholeScore / maxScore; dancer.ClickScorePercent = (float)dancer.ClickScore / clickMaxScore; dancer.VoiceScorePercent = (float)dancer.VoiceScore / (maxScore - clickMaxScore); string tempType = RoleModelConfig.Instance.GetNameById(UnityEngine.Random.Range(20001, 20009)); while (typeList.Contains(tempType)) { tempType = RoleModelConfig.Instance.GetNameById(UnityEngine.Random.Range(20001, 20009)); } typeList.Add(tempType); dancer.ModelID = tempType; dancer.FaceID = RoleEmotionConfig.Instance.GetNameById(UnityEngine.Random.Range(30001, 30009)); dancer.PlayerID = "npc"; return(dancer); }