private void InitCoinRanks() { foreach (var rank in all_coin_ranks) { rank.gameObject.SetActive(false); } List <AllData_YesterdayRankData_Rank> allGoldRankInfo = Save.data.allData.lucky_ranking.gold_rank; int allRankCount = allGoldRankInfo.Count; int rankIndex = 0; for (int i = 0; i < allRankCount; i++) { if (rankIndex > all_coin_ranks.Count - 1) { RankItem newRankItem = Instantiate(single_coin_rank, single_coin_rank.transform.parent).GetComponent <RankItem>(); all_coin_ranks.Add(newRankItem); } AllData_YesterdayRankData_Rank rankInfo = allGoldRankInfo[i]; all_coin_ranks[i].gameObject.SetActive(true); all_coin_ranks[i].Init(rankInfo.user_title, rankInfo.user_id, rankInfo.user_num, rankInfo.user_token); rankIndex++; } AllData_YesterdayRankData_Rank selfRankInfo = Save.data.allData.lucky_ranking.self_gold_info; self_coin_rank.Init(selfRankInfo.user_title, selfRankInfo.user_id, selfRankInfo.user_num, selfRankInfo.user_token); }
/// <summary> /// 创建Item /// </summary> private void CreateItem(List <RankData> dataList) { for (int i = 0; i < dataList.Count; i++) { RankItem item = Instantiate(prefab, content); item._node = this; item.Init(dataList[i]); itemList.Add(item); } }
void OnUpateItem(GameObject go, int index, int realIndex, List <SlgPB.PVPUser> dataList, Dictionary <int, RankItem> dataDic) { int dataCount = dataList.Count; int indexList = Mathf.Abs(realIndex); RankItem Item1 = go.GetComponent <RankItem>(); int index_ = indexList; if (index_ > (dataCount - 1)) { Item1.gameObject.SetActive(false); return; } else { Item1.gameObject.SetActive(true); Item1.Init(dataList[index_]); if (!dataDic.ContainsKey(dataList[index_].userId)) { dataDic.Add(dataList[index_].userId, Item1); } } }