/// <summary> /// 刷新表现 /// </summary> public void RefreshItems() { if (this == null) { return; } Object skillprefab = null; if (skillprefab == null) { skillprefab = exResources.GetResource(ResourceType.GUI, "Player_information/Single_skillbar"); } if (skillprefab == null) { GameSys.LogError("找不到预制:Player_information/Single_skillbar"); return; } for (int i = 0; i < skillList.Count; i++) { if (!SkillContainers.ContainsKey(i)) { GameObject obj = Instantiate(skillprefab) as GameObject; Transform parentTransf = this.gameObject.transform; obj.transform.parent = parentTransf; obj.transform.localPosition = Vector3.zero; obj.transform.localScale = Vector3.one; SkillUI skillUI = obj.GetComponent <SkillUI>(); skillUI.FillInfo(skillList[i]); skillUI.OnSelectEvent += OnSelectSkillUI; SkillContainers[i] = skillUI; // if (firstRun && skillList[i].SkillLv>0) // { // firstRun = false; // selectSkillUI = skillUI; // UIToggle tog = obj.GetComponent<UIToggle>(); // tog.value = true; // if (OnSelectItemEvent != null) // { // OnSelectItemEvent(selectSkillUI); // } // } } else { SkillContainers[i].FillInfo(skillList[i]); } } if (grid != null) { grid.Reposition(); } }
/// <summary> /// 升级刷新当前技能单元 /// </summary> /// <param name="_info"></param> public void RefreshItem(SkillInfo _info) { selectSkillUI.FillInfo(_info); }