//刷新界面 public override void RefreshUI() { GameObject hintItem = m_type == 0 ? hintItem1 : hintItem2; Transform parent = m_type == 0 ? parent1 : parent2; if (hintItem != null) { parent.gameObject.SetActive(true); GameObject go = GameObject.Instantiate(hintItem, parent); go.SetActive(true); IggText txt = go.GetComponentInChildren <IggText>(); if (txt != null) { List <string> l = new List <string>(); l.Add(m_msg); txt.SetString(l); } m_List.Add(go); } // 只留3个 int count = m_List.Count; if (count > 3) { for (int i = 0; i < count - 3; i++) { GameObject g = m_List[0]; if (g != null) { GameObject.Destroy(g); } m_List.RemoveAt(0); } } }
private void AddOption(string strOption, uint DialogID, bool first) { if (OptionPrefab != null) { OptionPrefab.SetActive(false); GameObject go = GameObject.Instantiate(OptionPrefab, tOptionParent); go.SetActive(true); Button btn = go.GetComponent <Button>(); btn.onClick.AddListener(() => { StartCoroutine(DoOption(go.GetComponent <Animator>(), DialogID)); }); List <string> l = new List <string>(); l.Add(strOption); IggText txt = go.transform.Find("Text_text_1").GetComponent <IggText>(); if (txt != null) { txt.SetString(l); } IggText txt1 = go.transform.Find("Text_text_2").GetComponent <IggText>(); if (txt1 != null) { txt1.SetString(l); } m_List.Add(go); } }
public override void RefreshUI() { List <string> lParam = new List <string>(); if (m_Data != null) { // 攻击力 lParam.Clear(); lParam.Add(m_Data.Attack.ToString()); txtAttack.SetString(lParam); // 防御力 lParam.Clear(); lParam.Add(m_Data.Defence.ToString()); txtDefence.SetString(lParam); // HP lParam.Clear(); lParam.Add(m_Data.Hp.ToString()); txtHp.SetString(lParam); // buff if (gBuffPrefab != null) { } else { tBuffNode.SetActive(false); } if (m_Data.IsSelf == true) { // 星级 iconHeroStar.gameObject.SetActive(true); if (iconHeroStar != null) { iconHeroStar.SetIndexSprite((int)m_Data.Star - 1); } } else { // 名称 iconHeroStar.gameObject.SetActive(false); } } }
private IEnumerator PlayHeroIconAndDialogDialog(SceneDialogueConfig cfg) { m_playStep = PlaySetp.playHeroIcon; if (cfg != null) { // 英雄头像。 /*if (cfg.Image != "")*/ { if (cfg.Direction == 0) { //SetImage(m_HeroIcon1, "Icon", cfg.Image); //m_HeroIcon1.SetNativeSize(); ShowAniGo(cfg.Direction, cfg.TalkAnim); m_HeroAni1.GetComponent <RectTransform>().localPosition = m_HeroPos1 + new Vector3(cfg.ImagePosX, cfg.ImagePosY, 0); if (cfg.ImageEnter == 1) // 滑入 { m_HeroAni1.SetTrigger("In_1"); } else if (cfg.ImageEnter == 2) { //淡入 m_HeroAni1.SetTrigger("In_2"); } } else { //SetImage(m_HeroIcon2, "Icon", cfg.Image); //m_HeroIcon2.SetNativeSize(); ShowAniGo(cfg.Direction, cfg.TalkAnim); m_HeroAni2.GetComponent <RectTransform>().localPosition = m_HeroPos2 + new Vector3(cfg.ImagePosX, cfg.ImagePosY, 0); if (cfg.ImageEnter == 1) { m_HeroAni2.SetTrigger("In_1"); } else if (cfg.ImageEnter == 2) { m_HeroAni2.SetTrigger("In_2"); } } } // 对白。 List <string> l = new List <string>(); if (cfg.DialogueFrame == 0) { gDialog1.SetActive(true); l.Clear(); l.Add(""); txtDialogTitle1.SetString(l); l.Clear(); l.Add(""); txtDialogContent1.SetString(l); } else if (cfg.DialogueFrame == 1) { gDialog2.SetActive(true); l.Clear(); l.Add(""); txtDialogTitle2.SetString(l); l.Clear(); l.Add(""); txtDialogContent2.SetString(l); } else { gDialog3.SetActive(true); l.Clear(); l.Add(""); txtDialogContent3.SetString(l); } if (cfg.DialogueEnter == 1) { m_DialogAni.SetTrigger("Dialogue_in"); } yield return(Yielders.GetWaitForSeconds(0.33f)); } else { yield return(null); } }