public override void Awake() { base.Awake(); var t = mDMono.transform; m_Template = t.GetMonoILRComponent <FloatingCombatPowerItem>("UI_Piaozi_Prefab"); m_Container = t.gameObject; m_DataQueueSize = 20; m_PanelSortingOrder = 30000; }
public void Recyle(FloatingCombatPowerItem obj) { m_CurrentFloatingNum--; if (m_CurrentFloatingNum == 0) { mDMono.gameObject.SetActive(false); } obj.mDMono.gameObject.SetActive(false); m_Queue.Add(obj); }
public void ShowFloatingUI(object data) { FloatingCombatPowerItem item = GetFloatingItem(); if (null != item) { m_CurrentFloatingNum++; if (m_CurrentFloatingNum == 1) { mDMono.gameObject.SetActive(true); } item.Play(data); } }
public FloatingCombatPowerItem GetFloatingItem() { if (m_Queue.Count == 0) { //新建一个出来加入进去 var t = Object.Instantiate(m_Template.mDMono, m_Container.transform).transform; // t.parent = m_Container.transform; t.localScale = m_Template.mDMono.transform.localScale; FloatingCombatPowerItem obj = t.GetMonoILRComponent <FloatingCombatPowerItem>(); obj.mDMono.gameObject.SetActive(true); return(obj); } else { FloatingCombatPowerItem obj = m_Queue[m_Queue.Count - 1]; m_Queue.Remove(obj); return(obj); } //return null; }