//生成预设物 private void Inatantite() { List <CommodityDataTable> commodity = ShopInit.Instance.GetShopCommodity(3); foreach (CommodityDataTable c in commodity) { //有名字 if ((c.id == 19) || (c.id == 20) || (c.id == 21) || (c.id == 28) || (c.id == 29) || (c.id == 30)) { goodsName1.text = c.name; //更改名字 price1.text = c.selling.ToString(); //更改价格 goodsImage1.sprite = ShopInit.Instance.goodsimages[c.id - 1]; //更改图片 GameObject go = Instantiate(Duihuan1, transform.GetChild(0).transform); //生成这预设物 JinbiGoods j = go.GetComponent <JinbiGoods>(); if (j == null) { j = go.AddComponent <JinbiGoods>(); } j.Id(c.id, c.selling, c.shopId, c.vipLimitLv); } else { goodsImage2.sprite = ShopInit.Instance.goodsimages[c.id - 1]; //更改图片 price2.text = c.selling.ToString(); //更改价格 GameObject go = Instantiate(Duihuan2, transform.GetChild(0).transform); //生成这预设物 JinbiGoods j = go.GetComponent <JinbiGoods>(); if (j == null) { j = go.AddComponent <JinbiGoods>(); } j.Id(c.id, c.selling, c.shopId, c.vipLimitLv); } } }
//生成五个预设物 private void Inatantite() { List <CommodityDataTable> commodity = ShopInit.Instance.GetShopCommodity(5); foreach (CommodityDataTable c in commodity) { //每遍历一次就改变一次预设物的各项信息并且生成 string Price; if (c.selling < 10000) { price.text = c.selling.ToString();//更改价格显示 } if (c.selling >= 10000 && c.selling < 100000000) { Price = ((int)c.selling / 10000) + "万"; price.text = Price; //更改价格显示 } goodsName.text = c.name; //更改名字 goodsImage.sprite = ShopInit.Instance.goodsimages[c.id - 1]; //更改图片 if (c.vipLimitLv != 0) { //让VIP标显示出来 vipBiao.gameObject.SetActive(true); //更换VIP标的图片 vipBiao.sprite = VIPImages[c.vipLimitLv]; } else { //让VIP标隐藏 vipBiao.gameObject.SetActive(false); } //生成这预设物 GameObject go = Instantiate(CarGoods, transform.GetChild(0).transform); //获取到预设物脚本,将物品参数传过去 JinbiGoods j = go.GetComponent <JinbiGoods>(); if (j == null) { j = go.AddComponent <JinbiGoods>(); } j.Id(c.id, c.selling, c.shopId, c.vipLimitLv); } }
private void Inatantite() { List <CommodityDataTable> commodity = ShopInit.Instance.GetShopCommodity(2); foreach (CommodityDataTable c in commodity) { //每遍历一次就改变一次预设物的各项信息并且生成 goodsName.text = c.name; //更改名字 goodsImage.sprite = ShopInit.Instance.goodsimages[c.id - 1]; //更改图片 //生成这预设物 GameObject go = Instantiate(jinbiShangpin, transform.GetChild(0).transform); //获取到预设物脚本,将物品参数传过去 JinbiGoods j = go.GetComponent <JinbiGoods>(); if (j == null) { j = go.AddComponent <JinbiGoods>(); } j.Id(c.id, c.selling, c.shopId, c.vipLimitLv); } }
//生成五个预设物 private void Inatantite() { List <CommodityDataTable> commodity = ShopInit.Instance.GetShopCommodity(5); foreach (CommodityDataTable c in commodity) { //每遍历一次就改变一次预设物的各项信息并且生成 string Price; if (c.selling < 10000) { price.text = c.selling.ToString();//更改价格显示 } else if (c.selling >= 10000 && c.selling < 100000000) { Price = ((int)c.selling / 10000) + "万"; price.text = Price; //更改价格显示 } else if (c.selling >= 100000000) { Price = ((int)c.selling / 100000000) + "亿"; price.text = Price; //更改价格显示 } goodsName.text = c.name; //更改名字 miaoshu.text = c.describe; //更改描述 moneyTypeIma.sprite = ShopInit.Instance.MoneyTypeImaList[2]; //更换自己货币图片并显示 moneyTypeIma.gameObject.SetActive(true); goodsImage.sprite = ShopInit.Instance.goodsimages[c.id - 1]; //更改图片 //生成这预设物 GameObject go = Instantiate(jinbiShangpin, transform.GetChild(0).transform); //获取到预设物脚本,将物品参数传过去 JinbiGoods j = go.GetComponent <JinbiGoods>(); if (j == null) { j = go.AddComponent <JinbiGoods>(); } j.Id(c.id, c.selling, c.shopId, c.vipLimitLv); } }