/// <summary> /// 设置指定道具图标到目标 /// </summary> /// <param name="i">目标对象</param> /// <param name="currency">货币类型</param> /// <param name="onComplete">设置结束回调</param> /// <param name="useNativeSize">是否使用原始尺寸</param> public static void SetCurrencyIcon(Image i, CurrencySubType currency, Action <UIAtlasTarget> onComplete = null, bool useNativeSize = false) { if (currency < CurrencySubType.None || currency >= CurrencySubType.Count) { currency = CurrencySubType.None; } UIAtlasTarget.SetSprite(i, Icons, icon_currencies[(int)currency], onComplete, useNativeSize); }
private static void SetSprite(UIAtlasTarget t, string atlas, string sprite, Action <UIAtlasTarget> onComplete, bool useNativeSize) { t.m_atlas = atlas; t.m_sprite = sprite; t.m_useNativeSize = useNativeSize; t.UpdateSprite(onComplete); }
/// <summary> /// 设置指定道具图标到目标 /// </summary> /// <param name="i">目标对象</param> /// <param name="item">道具</param> /// <param name="onComplete">设置结束回调</param> /// <param name="useNativeSize">是否使用原始尺寸</param> public static void SetItemIcon(Image i, PropItemInfo item, Action <UIAtlasTarget> onComplete = null, bool useNativeSize = false) { if (item && item.itemType == PropType.Currency && string.IsNullOrEmpty(item.icon)) { SetCurrencyIcon(i, (CurrencySubType)item.subType, onComplete, useNativeSize); } else { UIAtlasTarget.SetSprite(i, !item ? null : item.itemType == PropType.Rune ? Rune : Icons, item ? item.icon : null, onComplete, useNativeSize); } }
/// <summary> /// 设置图集 chargeLarge 的指定 Sprite 到目标对象 /// 如果目标对象没有 Image 组件 将会自动创建一个 /// </summary> /// <param name="o">目标对象</param> /// <param name="sprite">图片名称</param> /// <param name="onComplete">设置结束回调</param> /// <param name="useNativeSize">是否使用原始尺寸</param> public static void SetChargeLarge(GameObject o, string sprite, Action <UIAtlasTarget> onComplete = null, bool useNativeSize = false) { UIAtlasTarget.SetSprite(o, chargeLarge, sprite, onComplete, useNativeSize); }
/// <summary> /// 设置图集 chargeLarge 的指定 Sprite 到目标对象 /// </summary> /// <param name="i">目标对象</param> /// <param name="sprite">图片名称</param> /// <param name="onComplete">设置结束回调</param> /// <param name="useNativeSize">是否使用原始尺寸</param> public static void SetPetMission(Image i, string sprite, Action <UIAtlasTarget> onComplete = null, bool useNativeSize = false) { UIAtlasTarget.SetSprite(i, PetMission, sprite, onComplete, useNativeSize); }
/// <summary> /// 设置图集 PetIcons 的指定 Sprite 到目标对象 /// 如果目标对象没有 Image 组件 将会自动创建一个 /// </summary> /// <param name="t">目标对象</param> /// <param name="sprite">图片名称</param> /// <param name="onComplete">设置结束回调</param> /// <param name="useNativeSize">是否使用原始尺寸</param> public static void SetPetIcon(Transform t, string sprite, Action <UIAtlasTarget> onComplete = null, bool useNativeSize = false) { UIAtlasTarget.SetSprite(t, PetIcons, sprite, onComplete, useNativeSize); }
/// <summary> /// 设置图集 NpcDateInfo (包含 约会NPC的头像、选中框、名字图片) 的指定 Sprite 到目标对象 /// </summary> /// <param name="i">目标对象</param> /// <param name="sprite">资源名称</param> /// <param name="onComplete">设置结束回调</param> /// <param name="useNativeSize">是否使用原始尺寸</param> public static void SetNpcDateInfo(Image i, string sprite, Action <UIAtlasTarget> onComplete = null, bool useNativeSize = false) { UIAtlasTarget.SetSprite(i, NpcDateInfo, sprite, onComplete, useNativeSize); }
/// <summary> /// 设置图集 Avatars (仅包含 NPC 头像和职业头像,玩家动态头像请使用 Module_Avatar.SetAvatar) 的指定 Sprite 到目标对象 /// </summary> /// <param name="i">目标对象</param> /// <param name="avatar">头像名称(等于该 NPC 的资源名)</param> /// <param name="onComplete">设置结束回调</param> /// <param name="useNativeSize">是否使用原始尺寸</param> public static void SetAvatar(Image i, string avatar, Action <UIAtlasTarget> onComplete = null, bool useNativeSize = false) { UIAtlasTarget.SetSprite(i, Avatars, avatar, onComplete, useNativeSize); }