/// <summary> /// 创建已召唤炮弹兵 /// </summary> private void CreateExistHero() { int count = 0; PdbbbItem pdbbItem = null; for (int i = 0; i < m_allExistSoldier.Count; i++) { SoldierInfo info = m_allExistSoldier[i]; if (m_iSelectLocation != -1) { if (m_iSelectLocation != info.m_loaction) { continue; } } if (info == null) { continue; } m_iCreatCount++; if (count % 4 == 0) { pdbbItem = null; GameObject go = NDLoad.LoadWndItem("PdbbbItem", MyHead.Parent.transform); pdbbItem = go.GetComponent <PdbbbItem>(); if (pdbbItem != null) { pdbbItem.MyHead.Table.pivot = UITablePivot.Pivot.Left; } } count++; if (pdbbItem != null && pdbbItem.MyHead.Table != null) { GameObject go = NDLoad.LoadWndItem("ExistHeroItem", pdbbItem.MyHead.Table.transform); if (go != null) { ExistHeroItem item = go.GetComponent <ExistHeroItem>(); if (item != null) { item.SetData(info); m_ExistSoldier.Add(item); if (info.CheckSoldierJinJie() && m_CanJinJieitem == null) { m_CanJinJieitem = item; item.BGuideSelect = true; } if (info.CheckHaveSkillUp() && m_tCanSkillUp == null) { m_tCanSkillUp = item; item.BGuideSelect = true; } } } pdbbItem.MyHead.Table.Reposition(); } } }
private void CreateEmpty(Transform t) { if (t != null) { GameObject go = NDLoad.LoadWndItem("ExistHeroItem", t); if (go != null) { ExistHeroItem item = go.GetComponent <ExistHeroItem>(); if (item != null) { item.SetData(null); m_ExistSoldier.Add(item); } } } }