private void SetInfo(BuildingInfo info) { _currentInfo = info; if (_currentInfo == null) { return; } _title.text = info.Cfg.BuildingName; _txtLevel.text = Str.Format("UI_LEVEL", info.Level); _desc.text = info.Cfg.BuildingDescription; _buildingImage.sprite = ResourceManager.Instance.GetBuildingIcon(info.ConfigID); // 如果建筑正在升级,不显示升级按钮 _btnLevelUp.gameObject.SetActive(!_currentInfo.IsInBuilding()); _maxContainValue.text = _currentInfo.GetMaxContainValue().ToString(); _levelupTime.text = Utils.GetCountDownString(Utils.GetSeconds(_currentInfo.CfgLevel.UpgradeTime)); switch (_currentInfo.BuildingType) { case CityBuildingType.HOUSE: _imageMaxContain.sprite = ResourceManager.Instance.GetResIcon(ResourceType.MONEY); _imageProduce.sprite = ResourceManager.Instance.GetResIcon(ResourceType.MONEY); break; case CityBuildingType.STONE: _imageMaxContain.sprite = ResourceManager.Instance.GetResIcon(ResourceType.STONE); _imageProduce.sprite = ResourceManager.Instance.GetResIcon(ResourceType.STONE); break; case CityBuildingType.WOOD: _imageMaxContain.sprite = ResourceManager.Instance.GetResIcon(ResourceType.WOOD); _imageProduce.sprite = ResourceManager.Instance.GetResIcon(ResourceType.WOOD); break; case CityBuildingType.MONEY_STORAGE: _imageMaxContain.sprite = ResourceManager.Instance.GetResIcon(ResourceType.MONEY); break; case CityBuildingType.STONE_STORAGE: _imageMaxContain.sprite = ResourceManager.Instance.GetResIcon(ResourceType.STONE); break; case CityBuildingType.WOOD_STORAGE: _imageMaxContain.sprite = ResourceManager.Instance.GetResIcon(ResourceType.WOOD); break; } ProduceBuildingInfo pbinfo = _currentInfo as ProduceBuildingInfo; if (pbinfo != null) { _produceValue.text = pbinfo.GetUnitProduceValue().ToString(); if (pbinfo.IsProduceFull()) { // 资源满了,提示升级建筑 _txtFull.text = Str.Format("UI_MSG_RES_FULL", _currentInfo.GetContainerBuildingName(), _currentInfo.GetResName()); _txtFull.gameObject.SetActive(true); } else { _txtFull.gameObject.SetActive(false); } _txtMaxContain.text = Str.Get("UI_CITY_BUILDING_MAX_CONTAIN"); _txtProduceText.gameObject.SetActive(true); } else { _txtProduceText.gameObject.SetActive(false); _txtFull.gameObject.SetActive(false); _txtMaxContain.text = Str.Get("UI_CITY_BUILDING_CONTAIN"); } }
private void SetInfo(BuildingInfo info) { _currentInfo = info; if (_currentInfo == null) { return; } _title.text = _currentInfo.Cfg.BuildingName;// string.Format(Str.Get("UI_CITY_BUILDING_LEVELUP"), _currentInfo.Cfg.BuildingName, _currentInfo.Level + 1); _maxContainValue.text = _currentInfo.GetMaxContainValue().ToString(); _txtLevel.text = Str.Format("UI_LEVEL", info.Level); _desc.text = _currentInfo.Cfg.BuildingDescription; _buildingImage.sprite = ResourceManager.Instance.GetBuildingIcon(info.ConfigID); if (info.BuildingType == CityBuildingType.TROOP) { // 如果是兵营的话 显示最大人口 _maxContainText.text = Str.Get("UI_CITY_BUILDING_MAX_SPACE"); } else { // 显示最大容量 _maxContainText.text = Str.Get("UI_CITY_BUILDING_MAX_CONTAIN"); } int maxContainAddValue = _currentInfo.GetNextMaxContainValue(); if (maxContainAddValue > 0) { _maxContainAddValue.gameObject.SetActive(true); _maxContainAddValue.text = string.Format("(+{0})", maxContainAddValue); } else { _maxContainAddValue.gameObject.SetActive(false); } _levupTime.text = Utils.GetCountDownString(_currentInfo.GetLevelUpCD()); int quickCost = _currentInfo.GetQuickLevelUpCost(false); _levupNowCost.text = quickCost.ToString(); _levupNowCost.color = UserManager.Instance.Gold < quickCost ? Color.red : Color.white; _levupStoneCost.text = _currentInfo.CfgLevel.CostStone.ToString(); _levupStoneCost.color = UserManager.Instance.Stone < _currentInfo.CfgLevel.CostStone ? Color.red : Color.white; _levupWoodCost.text = _currentInfo.CfgLevel.CostWood.ToString(); _levupWoodCost.color = UserManager.Instance.Wood < _currentInfo.CfgLevel.CostWood ? Color.red : Color.white; switch (_currentInfo.BuildingType) { case CityBuildingType.HOUSE: _maxContainImage.sprite = ResourceManager.Instance.GetResIcon(ResourceType.MONEY); _produceImage.sprite = ResourceManager.Instance.GetResIcon(ResourceType.MONEY); break; case CityBuildingType.STONE: _maxContainImage.sprite = ResourceManager.Instance.GetResIcon(ResourceType.STONE); _produceImage.sprite = ResourceManager.Instance.GetResIcon(ResourceType.STONE); break; case CityBuildingType.WOOD: _maxContainImage.sprite = ResourceManager.Instance.GetResIcon(ResourceType.WOOD); _produceImage.sprite = ResourceManager.Instance.GetResIcon(ResourceType.WOOD); break; case CityBuildingType.MONEY_STORAGE: _maxContainImage.sprite = ResourceManager.Instance.GetResIcon(ResourceType.MONEY); break; case CityBuildingType.STONE_STORAGE: _maxContainImage.sprite = ResourceManager.Instance.GetResIcon(ResourceType.STONE); break; case CityBuildingType.WOOD_STORAGE: _maxContainImage.sprite = ResourceManager.Instance.GetResIcon(ResourceType.WOOD); break; case CityBuildingType.TROOP: _maxContainImage.sprite = ResourceManager.Instance.GetResIcon(ResourceType.SOLDIER); break; } _maxContainImage.SetNativeSize(); _produceImage.SetNativeSize(); ProduceBuildingInfo pbinfo = _currentInfo as ProduceBuildingInfo; if (pbinfo != null) { // 资源生产建筑 _productValue.text = pbinfo.GetUnitProduceValue().ToString(); int produceAddValue = pbinfo.GetNextProduceValue(); if (produceAddValue > 0) { _productAddValue.gameObject.SetActive(true); _productAddValue.text = string.Format("(+{0})", produceAddValue); } else { _productAddValue.gameObject.SetActive(false); } } else { _txtProductText.gameObject.SetActive(false); _levelUpText.transform.position = _txtProductText.transform.position; } }