// IEnumerator CoroutinePrizeCard() { yield return(new WaitForSeconds(0)); // BattleArena.Singleton.DropCardsIdList.Add(2); // BattleArena.Singleton.DropCardsIdList.Add(4); // BattleArena.Singleton.DropCardsIdList.Add(5); // BattleArena.Singleton.DropCardsIdList.Add(5); // // BattleSummary.Singleton.SummaryGetNewCard(2); // BattleSummary.Singleton.SummaryGetNewCard(4); // BattleSummary.Singleton.SummaryGetNewCard(5); // BattleSummary.Singleton.SummaryGetNewCard(5); foreach (int cardId in BattleArena.Singleton.DropCardsIdList) { GameObject item = GameObject.Instantiate(m_prizeCard) as GameObject; item.transform.parent = m_cardGrid.transform; item.transform.localPosition = Vector3.zero; item.transform.localScale = Vector3.one; int id = cardId; // 容错卡牌ID if (GameTable.HeroInfoTableAsset.Lookup(id) == null) { id = GameTable.WorldParamTableAsset.Lookup((int)ENWorldParamIndex.enDefaultCardId).IntTypeValue; } bool bNew = BattleSummary.Singleton.IsNewCard(id); // 如果是新的 item.transform.Find("New").gameObject.SetActive(bNew); Debug.Log(bNew); UICardHead tempHead = UICardHead.Create(); tempHead.SetParent(item.transform); tempHead.SetLocalPosition(Vector3.zero); tempHead.RegisterCallBack(PressCardHead, null); CSItem tempCard = new CSItem(); tempCard.m_id = (short)id; tempCard.Level = 1; tempHead.SetCardInfo(tempCard); tempHead.SetCardLoveShow(false); tempHead.SetCardInfoShow(false); tempHead.SetCardNew(bNew); tempHead.HideWindow(); item.SetActive(false); m_prizeCardList.Add(item, tempHead); m_prizeCardDataList.Add(item, tempHead); } m_cardGrid.GetComponent <UIGrid>().Reposition(); // 先显示 foreach (KeyValuePair <GameObject, UICardHead> item in m_prizeCardList) { item.Key.SetActive(true); // 如果快速 if (BattleSummary.Singleton.m_fastPrizeCard) { yield return(new WaitForSeconds(0f)); } else { yield return(new WaitForSeconds(0.5f)); } } // 再一个一个播动画 MainGame.Singleton.StartCoroutine(CoroutinePlayAnmiationPrizeCard()); }