// 添加一个选择的英雄 public bool AddSelectHero(int index, ObjectCard objHero, int lithCount) { GameObject cell = Instantiate(Resources.Load("UI/Prefabs/UI_Home/SelectHeroInfo")) as GameObject; SelectHeroList select = cell.AddComponent <SelectHeroList>(); select.index = index; select.tableId = objHero.GetHeroData().TableID; select.Initialize(objHero); cell.transform.parent = _selectHeroItem.transform; cell.transform.localScale = new UnityEngine.Vector3(1, 1, 1); _selectHeroList.Add(select); UpdateSelectItem(); _gainCount += lithCount; UpdateShow(_selectHeroList.Count); for (int i = 0; i < _heroList.Count; ++i) { if (_heroList[i].card == objHero) { _heroList[i].isSelect = true; break; } } // 更新灰图显示 if (_selectHeroList.Count == 12) { isAdd = true; } _curHeroLayout.UpdateCell(); return(true); }
//找到对应的列表并刷新 public void RefreshItemInfo() { if (IsReceive) { InterfaceControler.GetInst().AddMsgBox(GameUtils.getString("mail_content22"), this.gameObject.transform); IsReceive = false; } m_MailBannerLayout.UpdateCell(); }
// 点击英雄图标 Icon public void OnClickItemIcon(ObjectCard card) { if (m_CurCard == card) { return; } m_CurCard = card; // 更新英雄列表 m_HeroLayout.UpdateCell(); Show3DModel(m_CurCard); // 更新英雄信息 UpdateHeroInfo(); // 更新资质信息 UpdateQualification(); // 更新下面属性面板 UpdateHeroAttr(); // 更新右边属性面板 if (m_CurAttrPanel != null) { m_CurAttrPanel.ShowHeroInfo(m_CurCard); } }
private void OnUpdateShow() { m_LoopLayout.UpdateCell(); //更新列表 // SelectItem(curType); List <RectTransform> cellList = m_LoopLayout.cellList; for (int i = 0; i < cellList.Count; ++i) { UI_ItemsButtonMassage items = cellList[i].GetComponent <UI_ItemsButtonMassage>(); if (items.index == m_SelectIndex) { ItemList(items.baseItem); //更新左边详细信息 UI_ItemsMassage._instance.UpdateShow(items.baseItem); //更新item信息 items.UpdateShow(items.baseItem); break; } else { //uib.transform.FindChild("Parent/Border").gameObject.SetActive(false); items.SetSelectState(false); } } }
// 添加一个选择的符文 public bool AddSelectRune(int index, int tableID, int smelt, int money, X_GUID guid) { // 判断是否超出了范围 if (_selectRuneList.Count >= 12) { InterfaceControler.GetInst().AddMsgBox(GameUtils.getString("heromelt_bubble2"), selfTransform.transform.parent); return(false); } GameObject cell = Instantiate(Resources.Load("UI/Prefabs/UI_Rune/UI_RuneIcon")) as GameObject; SelectRune select = cell.AddComponent <SelectRune>(); select.index = index; select.tableID = tableID; select.guid = _curRuneList[index].item.GetItemGuid(); select.ShowInfo(); cell.transform.parent = _selectRuneItem.transform; cell.transform.localScale = new UnityEngine.Vector3(1, 1, 1); _selectRuneList.Add(select); UpdateSelectItem(); _gainExp += smelt; _gainGold += money; UpdateShow(_selectRuneList.Count); for (int i = 0; i < _curRuneList.Count; ++i) { if (_curRuneList[i].item.GetItemGuid() == guid) { _curRuneList[i].isSelect = true; break; } } // 更新灰图显示 if (_selectRuneList.Count == 12) { isAdd = true; } _runeListLayout.UpdateCell(); return(true); }
// 更新所有神器的属性,可以有优化的空间 public void UpdateArtiItem() { _artifactList.Clear(); Dictionary <int, Artifact> _map = ObjectSelf.GetInstance().ArtifactContainerBag.GetArtifactMap(); for (int i = 0; i <= _map.Count; i++) { if (_map.ContainsKey(i)) { _artifactList.Add(_map[i]); } } _artifactLayout.UpdateCell(); }
public void UpdateRuneShow() { m_LoopLayout.UpdateCell(); //SelectRune(m_CurType); List <RectTransform> cellList = m_LoopLayout.cellList; for (int i = 0; i < cellList.Count; ++i) { UI_RuneButtonMassage item = cellList[i].GetComponent <UI_RuneButtonMassage>(); if (item.index == m_SelectIndex) { UI_RuneMassage._instance.UpdateShow(m_SelectIndex, item.rune); break; } } }
/// <summary> /// 点击后收到服务器的数据回调 是否显示红N提示 /// </summary> public void RefreshItemRedPoint() { RefreshSingleItemData(); m_BannerLayout.UpdateCell(); }