public void BtnSelect_OnClickEventHandler(UIButton sender) { if (m_canExist == true) //可召唤但未召唤的炮弹兵 { SummonHeroWnd wnd = WndManager.GetDialog <SummonHeroWnd>(); if (wnd != null) { wnd.SetData(Info, null, 1); } } else //不可召唤的炮弹兵 目前不做处理 { sdata.s_itemtypeInfo itemInfo = ItemM.GetItemInfo(Info.fragmentTypeID); //当前灵魂石 ItemComeFromWnd wnd = WndManager.GetDialog <ItemComeFromWnd>(); wnd.SetData(itemInfo, Info, null, 3); } }
public void BtnSelect_OnClickEventHandler(UIButton sender) { if (myParent != null && m_ItemType == 1 && m_TrapState == TrapState.Exit) { TrapShowWnd wnd = WndManager.GetDialog <TrapShowWnd>(); wnd.SetBuildInfo(m_Info, myParent.m_Build); } else if (m_TrapState == TrapState.CanSum) { SummonHeroWnd wnd = WndManager.GetDialog <SummonHeroWnd>(); if (wnd != null) { wnd.SetData(null, m_Info, 2); } } else if (m_TrapState == TrapState.CanNotSum) { sdata.s_itemtypeInfo itemInfo = ItemM.GetItemInfo(m_Info.fragmentTypeID); //当前灵魂石 ItemComeFromWnd wnd = WndManager.GetDialog <ItemComeFromWnd>(); wnd.SetData(itemInfo, null, m_Info, 5); } }