protected override void OnAwake() { base.OnAwake(); Instance = this; m_View = UISceneCtrl.Instance.Load(UISceneType.Main).GetComponent <UIMainSceneView>(); m_View.OnLoadComplete += OnMainUIComplete; //-------------测试 SimulatedDatabase.Instance.AddCoin(100000); //-------------测试结束 }
public void SetWorldMap(int grade) { m_CurMapGrade = grade; UIMainSceneView view = (UIMainSceneView)UISceneCtrl.Instance.CurrentUIScene; if (view == null) { return; } DataTransfer data = new DataTransfer(); List <DataTransfer> datas = new List <DataTransfer>(); List <GameLevelEntity> levelEntityList = GameLevelDBModel.Instance.GetList(); int maxCanPlayGameLevelId = SimulatedDatabase.Instance.GetMaxCanPlayGameLevel(grade); data.SetData(ConstDefine.UI_WorldMap_MaxCanPlayGameLevelId, maxCanPlayGameLevelId); for (int i = 0; i < levelEntityList.Count; i++) { int id = levelEntityList[i].Id; string name = levelEntityList[i].Name; string icon = levelEntityList[i].Ico; string[] posStrArr = levelEntityList[i].Pos.Split('_'); Vector2 pos = Vector2.zero; pos.x = posStrArr[0].ToFloat(); pos.y = posStrArr[1].ToFloat(); DataTransfer d = new DataTransfer(); d.SetData(ConstDefine.UI_WorldMap_LevelId, id); d.SetData(ConstDefine.UI_WorldMap_LevelGrade, grade); d.SetData(ConstDefine.UI_WorldMap_LevelName, name); d.SetData(ConstDefine.UI_WorldMap_LevelIcon, icon); d.SetData(ConstDefine.UI_WorldMap_LevelPos, pos); if (maxCanPlayGameLevelId == -1001)//未通关上一难度 { d.SetData(ConstDefine.UI_WorldMap_CanPlay, false); } else { if (id <= maxCanPlayGameLevelId)//关卡ID升序 { d.SetData(ConstDefine.UI_WorldMap_CanPlay, true); } else { d.SetData(ConstDefine.UI_WorldMap_CanPlay, false); } } datas.Add(d); } data.SetData(ConstDefine.UI_WorldMap_Content, datas); view.SetWorldMap(data); }