//刷新所有的levelitem; void UpdateLevels(ChapterinfoTemplate chapterT) { //获取当前章节所有的关卡列表; stageDatas = new List <StageTemplate>(); //章节的所有普通关卡--chapterInfo表中所有的关卡表; //主线; switch (DifficultType) { case EM_STAGE_DIFFICULTTYPE.NONE: break; case EM_STAGE_DIFFICULTTYPE.NORMAL: List <StageTemplate> datas1 = StageModule.GetStageDatas(chapterT, EM_STAGE_TYPE.MAIN_QUEST1); stageDatas = StageModule.AddList(stageDatas, datas1); //支线; List <StageTemplate> datas4 = StageModule.GetStageDatas(chapterT, EM_STAGE_TYPE.SIDE_QUEST); stageDatas = StageModule.AddList(stageDatas, datas4); break; case EM_STAGE_DIFFICULTTYPE.HARD: List <StageTemplate> datas2 = StageModule.GetStageDatas(chapterT, EM_STAGE_TYPE.MAIN_QUEST2); stageDatas = StageModule.AddList(stageDatas, datas2); break; case EM_STAGE_DIFFICULTTYPE.HARDEST: List <StageTemplate> datas3 = StageModule.GetStageDatas(chapterT, EM_STAGE_TYPE.MAIN_QUEST3); stageDatas = StageModule.AddList(stageDatas, datas3); break; default: break; } //章节的特殊关卡; SpecialStage ss = ObjectSelf.GetInstance().BattleStageData.GetSpecialStageData(); if (ss.m_StageID > 0 && (ss.m_BattlePieceNum == mCurChapterId)) { //特殊关卡; if (StageModule.IsStageTemplate(ss.m_StageID)) { StageTemplate st = StageModule.GetStageTemplateById(ss.m_StageID); stageDatas.Add(st); } //神秘商店; else { //构造一个神秘商店; StageTemplate st = new StageTemplate(); st.m_stageid = ss.m_BattlePieceNum; //章节id; st.m_mysteriousShop = ss.m_StageID; //神秘商店表格id; st.m_CustomData = true; stageDatas.Add(st); } } int adder = stageDatas.Count - mLevelItems.Count; if (adder > 0) { CreateLevels(adder); } for (int i = 0; i < mLevelItems.Count; i++) { if (i >= stageDatas.Count) { mLevelItems[i].SetTemplateData(null); } else { if (stageDatas[i].m_CustomData != null) { mLevelItems[i].SetTemplateData(stageDatas[i], EM_STAGE_STAGETYPE.MYSTERIOUS); } else { mLevelItems[i].SetTemplateData(stageDatas[i]); } mLevelItems[i].SetActive(true); } //设置选中状态; mLevelItems[i].SetSelectState(mCurLevelId); } }
//刷新所有的levelitem; void UpdateLevels(ChapterinfoTemplate chapterT) { //获取当前章节所有的关卡列表; stageDatas = new List <StageTemplate>(); //章节的所有普通关卡--chapterInfo表中所有的关卡表; //主线; switch (DifficultType) { case EM_STAGE_DIFFICULTTYPE.NONE: break; case EM_STAGE_DIFFICULTTYPE.NORMAL: List <StageTemplate> datas1 = StageModule.GetStageDatas(chapterT, EM_STAGE_TYPE.MAIN_QUEST1); stageDatas = StageModule.AddList(stageDatas, datas1); //支线; List <StageTemplate> datas4 = StageModule.GetStageDatas(chapterT, EM_STAGE_TYPE.SIDE_QUEST); stageDatas = StageModule.AddList(stageDatas, datas4); break; case EM_STAGE_DIFFICULTTYPE.HARD: List <StageTemplate> datas2 = StageModule.GetStageDatas(chapterT, EM_STAGE_TYPE.MAIN_QUEST2); stageDatas = StageModule.AddList(stageDatas, datas2); break; case EM_STAGE_DIFFICULTTYPE.HARDEST: List <StageTemplate> datas3 = StageModule.GetStageDatas(chapterT, EM_STAGE_TYPE.MAIN_QUEST3); stageDatas = StageModule.AddList(stageDatas, datas3); break; default: break; } int adder = stageDatas.Count - mLevelItems.Count; if (adder > 0) { CreateLevels(adder); } for (int i = 0; i < mLevelItems.Count; i++) { if (i >= stageDatas.Count) { mLevelItems[i].SetTemplateData(null); } else { if (stageDatas[i].m_CustomData != null) { mLevelItems[i].SetTemplateData(stageDatas[i], EM_STAGE_STAGETYPE.MYSTERIOUS); } else { mLevelItems[i].SetTemplateData(stageDatas[i]); } mLevelItems[i].SetActive(true); } //设置选中状态; mLevelItems[i].SetSelectState(mCurLevelId); } }