//更换英雄按钮回调 public void onChangeHeroBtnClick() { onClose(); GameObject go = UI_HomeControler.Inst.AddUI(UI_SelectHeroMgr.UI_ResPath); UI_SelectHeroMgr uiSelectHeroMgr = go.GetComponent <UI_SelectHeroMgr>(); uiSelectHeroMgr.SetSelectHeoData(m_Card, m_SelectPos, m_SelectNo); }
public override void InitUIData() { base.InitUIData(); _inst = this; m_HeroListOBJ = selfTransform.FindChild("RightPanel/HerolLsit/ListLayout"); m_LoopLayout = m_HeroListOBJ.GetComponent <LoopLayout>(); m_BackBtn = selfTransform.FindChild("TopPanel/TopTittle/BackBtn").GetComponent <Button>(); m_BackBtn.onClick.AddListener(new UnityAction(onBackCall)); GameEventDispatcher.Inst.addEventListener(GameEventID.G_Formation_Update, EventUpadateUI); }
//点击当前模型 private void OnClickHero() { UI_FormMgr.Inst.onClose(); if (objhero != null) { GameObject go = UI_HomeControler.Inst.AddUI(UI_RepartoMgr.UI_ResPath); UI_RepartoMgr uiRepartoMgr = go.GetComponent <UI_RepartoMgr>(); uiRepartoMgr.SetSelectHeoData(objhero, ClickType, FormationNum); } else { GameObject go = UI_HomeControler.Inst.AddUI(UI_SelectHeroMgr.UI_ResPath); UI_SelectHeroMgr uiSelectHeroMgr = go.GetComponent <UI_SelectHeroMgr>(); uiSelectHeroMgr.SetSelectHeoData(null, ClickType, FormationNum); } }