/// <summary> /// 添加选项进content /// </summary> private void AddItem(HeroProperty.HeroOptions option) { countOptions += 1; GameObject btn = Instantiate(optionPrefab) as GameObject; btn.SetActive(true); btn.transform.SetParent(uiContent.transform); btn.transform.SetSiblingIndex(heroOption.optionValue[option]); //设置 Text txt = btn.GetComponentInChildren <Text>(); string str; heroOption.option2Str.TryGetValue(option, out str); txt.text = str; btn.name = option.ToString(); //RegisterButtonEnterEvent(option.ToString(), p => EnterButton(btn)); optionButton.Add(btn); }
/// <summary> /// 获取选项个数 /// </summary> private void GetOptions() { heroOption.Init(); HeroProperty.HeroOptions option = HeroProperty.HeroOptions.Standby; //这里目前要按照顺序添加才能实现,暂时没想到好的方法 int a = 0; //检测敌人 int id = MainManager.Instance().curHero.CheckIsEnemyAround(); if (id != -1) { option = HeroProperty.HeroOptions.Attack; AddItem(option); //RegisterButtonObjectEvent(name, p => Attack()); funcDic.Add(heroOption.optionValue[option], Attack); MainManager.Instance().ShowAttackRange(); test[a] = heroOption.optionValue[option]; a++; } //检测物品 option = HeroProperty.HeroOptions.Item; AddItem(option); funcDic.Add(heroOption.optionValue[option], Item); test[a] = heroOption.optionValue[option]; a++; Debug.Log(0); //待机为默认 option = HeroProperty.HeroOptions.Standby; AddItem(option); //RegisterButtonObjectEvent(name, p => Standby()); funcDic.Add(heroOption.optionValue[option], Standby); test[a] = heroOption.optionValue[option]; a++; Debug.Log(1); }