Пример #1
0
    /// <summary>
    /// 添加选项进content
    /// </summary>
    private void AddItem(HeroProperty.HeroOptions option)
    {
        countOptions += 1;
        GameObject btn = Instantiate(optionPrefab) as GameObject;

        btn.SetActive(true);
        btn.transform.SetParent(uiContent.transform);
        btn.transform.SetSiblingIndex(heroOption.optionValue[option]);
        //设置
        Text   txt = btn.GetComponentInChildren <Text>();
        string str;

        heroOption.option2Str.TryGetValue(option, out str);
        txt.text = str;
        btn.name = option.ToString();
        //RegisterButtonEnterEvent(option.ToString(), p => EnterButton(btn));
        optionButton.Add(btn);
    }
Пример #2
0
    /// <summary>
    /// 获取选项个数
    /// </summary>
    private void GetOptions()
    {
        heroOption.Init();
        HeroProperty.HeroOptions option = HeroProperty.HeroOptions.Standby;

        //这里目前要按照顺序添加才能实现,暂时没想到好的方法

        int a = 0;
        //检测敌人
        int id = MainManager.Instance().curHero.CheckIsEnemyAround();

        if (id != -1)
        {
            option = HeroProperty.HeroOptions.Attack;
            AddItem(option);
            //RegisterButtonObjectEvent(name, p => Attack());
            funcDic.Add(heroOption.optionValue[option], Attack);
            MainManager.Instance().ShowAttackRange();
            test[a] = heroOption.optionValue[option];
            a++;
        }
        //检测物品
        option = HeroProperty.HeroOptions.Item;
        AddItem(option);
        funcDic.Add(heroOption.optionValue[option], Item);
        test[a] = heroOption.optionValue[option];
        a++;
        Debug.Log(0);
        //待机为默认
        option = HeroProperty.HeroOptions.Standby;
        AddItem(option);
        //RegisterButtonObjectEvent(name, p => Standby());
        funcDic.Add(heroOption.optionValue[option], Standby);
        test[a] = heroOption.optionValue[option];
        a++;
        Debug.Log(1);
    }