/// <summary> /// 我方和敌方的选择神兽列表刷新 /// </summary> /// <param name="uiList"></param> /// <param name="listPlayerData"></param> /// <param name="eCampType"></param> private void SetPlayerInfoToList(IXUIList uiList, List <PlayerData> listPlayerData, ECampType eCampType) { if (uiList != null) { for (int i = 0; i < uiList.Count; i++) { IXUIListItem item = uiList.GetItemByIndex(i); if (item != null) { item.Clear(); IXUIList equip = item.GetUIObject("List_Equip") as IXUIList; if (equip != null) { for (int j = 0; j < equip.Count; j++) { IXUIListItem equipItem = equip.GetItemByIndex(j); if (equipItem != null) { equipItem.Clear();//清空装备icon } } } IXUIObject uiObject = item.GetUIObject("Texture_Shadow") as IXUIObject; if (uiObject != null) { uiObject.SetVisible(true); } item.SetText("Label_Sequence", ""); } } int num = 0; foreach (var playerData in listPlayerData) { foreach (var beastData in playerData.Beasts) { IXUIListItem item = (num >= uiList.Count) ? null : uiList.GetItemByIndex(num); if (item != null) { this.RefreshPlayerInfo(item, playerData, beastData, eCampType); } num++; } } Debug.Log("Beast num=" + num); } }
private void RefreshPlayerInfo(IXUIListItem uiListItem, PlayerData playerData, BeastData beast, ECampType eCampType) { if (beast != null) { this.SetSelectBeastId(beast.Id, beast.BeastTypeId); Debug.Log("Our BeastId:" + beast.Id); if (playerData != null && uiListItem != null) { uiListItem.Clear(); IXUILabel label = uiListItem.GetUIObject("Label_PlayerName") as IXUILabel; if (label != null) { label.SetText(playerData.Name); } if (Singleton <RoomManager> .singleton.MathMode != EnumMathMode.EnumMathMode_Story) { uiListItem.SetText("Label_Sequence", GetSequence(eCampType, uiListItem.Index).ToString()); } this.RefreshPlayerInfo(uiListItem, beast); } } }