/// <summary> /// 转换血条,将nextBar与CurBar置换 /// </summary> private void ExChangeBar() { var temp = _curBar; _curBar = _nextBar; _nextBar = temp; }
/// <summary> /// 初始化血条项 /// </summary> public void Init() { if (transform.Find("AdditionBar") != null) { _childItem = transform.Find("AdditionBar").gameObject.AddComponent <LifeBarItem>(); } _defaultWidth = MyRect.rect.width; }
/// <summary> /// 初始化血条信息 /// </summary> /// <param name="target">血条对应的物体的Transform</param> /// <param name="parent">生成的父物体</param> /// <param name="lifeMax">生命值</param> /// <param name="datas">数据</param> public void Init(Transform target, Transform parent, int lifeMax, List <LifeBarData> datas) { _currentIndex = 0; transform.SetParent(parent); _target = target; _offsetY = GetOffset(target); curLifeValue = lifeMax; _barDatas = datas; _curBar = transform.Find("CurrentBar").gameObject.AddComponent <LifeBarItem>(); _nextBar = transform.Find("NextBar").gameObject.AddComponent <LifeBarItem>(); _curBar.Init(); _nextBar.Init(); RectTransform rect = GetComponent <RectTransform>(); _unitLifeScale = (rect.rect.width * datas.Count) / lifeMax; SetBarData(_currentIndex, datas); }