public void Init(BattleFormationPanel battlePanel) { _formationHeroCategory = new UIHeroCategory(InstancePlayer.instance.model_User.model_heroGroup.heroesMap); _battleFormationPanel = battlePanel; GameObject container = UIHelper.FindChildInObject(gameObject, "HeroContainer"); _scrollView = UIHelper.FindChildInObject(container, "hero_scView_0").GetComponent <UIScrollView>(); _grid = UIHelper.FindChildInObject(container, "ui_grid").GetComponent <UIGrid> (); dragDropRoot = _battleFormationPanel.dragDropRoot; }
public override void Init() { base.Init(); animationType = AnimationType.ALPHA; dragDropRoot = UIHelper.FindChildInObject(gameObject, "UIDragDropRoot").GetComponent <UIDragDropRoot>(); UIDragDropRootPanel = dragDropRoot.GetComponent <UIPanel>(); _close_btn = UIHelper.FindChildInObject(gameObject, "CloseBtn").GetComponent <UIButton> (); _battle_btn = UIHelper.FindChildInObject(gameObject, "BattleBtn").GetComponent <UIButton> (); UpdateBtnState(_battle_btn.gameObject); _attack_Label = UIHelper.FindChildInObject(gameObject, "EnergyLabel").transform.Find("Label").GetComponent <UILabel> (); _replenish_btn = UIHelper.FindChildInObject(gameObject, "supplybtn").GetComponent <UIButton> (); formationUIController = gameObject.GetComponent <FormationUIController> (); for (int i = 0; i < TEAM_COUNT; ++i) { formation_team[i] = UIHelper.FindChildInObject(gameObject, "Formation_Team_" + i); } CreateScrollView(); AddBtnClick(); // 当前玩家拥有Unit分组 formationUnitCategory = new FormationUnitCategory(InstancePlayer.instance.model_User.unlockUnits); // 阵型数据 model_Formation = InstancePlayer.instance.model_User.model_Formation; // 初始化军官 _heroPanel = this.GetComponent <UIHeroPanel>(); _heroPanel.Init(this); // slot UI Manager slotUIManager = this.GetComponent <FormationSlotUIManager> (); // 初始化 slot 数据 InitSlotUI(); // 默认显示Team 1 int teamId = InstancePlayer.instance.model_User.model_Formation.GetSelectTeamId(); if (teamId <= 0) { teamId = 0; } else { teamId = teamId - 1; } UpdateTeamSlotUI(teamId); UpdateBottomBtnUI(); // 更新底部 scrollView列表 UpdateUnitList(0); // 默认显示unit UpdateState(STATE.UNIT); }