private void RefreshAttr() { TransformUtil.ClearChildren(attrViewRoot, true); //attr List <RoleAttribute> attrList = RoleUtil.CalcRoleMainAttributesList(_roleInfo); int count = attrList.Count; for (int i = 0; i < count; i++) { RoleAttributeView view = Instantiate <RoleAttributeView>(attrViewPrefab); view.transform.SetParent(attrViewRoot, false); view.Set(attrList[i]); } attrViewPrefab.gameObject.SetActive(false); }
private void RefreshMainAttribute(int addLevel) { RoleInfo roleInfo = HeroStrengthenProxy.instance.StrengthenHeroInfo; TransformUtil.ClearChildren(heroAttributeViewRoot, true); //List<RoleAttribute> mainAttriList = HeroUtil.CalcHeroMainAttributesByHeroType(heroInfo); //HeroInfo nextTemp = new HeroInfo(0,heroInfo.heroData.id,heroInfo.breakthroughLevel,heroInfo.strengthenLevel+addLevel,heroInfo.advanceLevel,heroInfo.level); List <RoleAttribute> mainAttriList = RoleUtil.CalcRoleMainAttributesList(roleInfo); RoleInfo nextTemp = null; if ((roleInfo as HeroInfo) != null) { nextTemp = new HeroInfo(roleInfo.instanceID, roleInfo.modelDataId, roleInfo.breakthroughLevel, roleInfo.strengthenLevel + addLevel, roleInfo.advanceLevel, roleInfo.level); } else if ((roleInfo as PlayerInfo) != null) { nextTemp = new PlayerInfo(0, (uint)roleInfo.modelDataId, 0, 0, 0, 0, ""); nextTemp.breakthroughLevel = roleInfo.breakthroughLevel; nextTemp.strengthenLevel = roleInfo.strengthenLevel + addLevel; nextTemp.advanceLevel = roleInfo.advanceLevel; nextTemp.level = roleInfo.level; } bool isMaxLevel = HeroStrengthenNeedData.IsMaxLevel(roleInfo.strengthenLevel); List <RoleAttribute> nextMainAttriList = RoleUtil.CalcRoleMainAttributesList(nextTemp); heroAttributeViewPrefab.gameObject.SetActive(true); for (int i = 0, count = mainAttriList.Count; i < count; i++) { AttributeView view = Instantiate <AttributeView>(heroAttributeViewPrefab); Transform tran = view.transform; tran.SetParent(heroAttributeViewRoot, false); if (isMaxLevel) { view.Set(mainAttriList[i]); } else { view.Set(mainAttriList[i], (int)(nextMainAttriList[i].value - mainAttriList[i].value)); } } heroAttributeViewPrefab.gameObject.SetActive(false); }