Пример #1
0
 /// <summary>
 /// 当显示时初始化按键数据
 /// </summary>
 private void OnEnable()
 {
     playerState     = DataCenter.Instance.GetEntity <PlayerState>();
     keyContactData  = DataCenter.Instance.GetEntity <KeyContactData>();
     skillStructData = DataCenter.Instance.GetMetaData <SkillStructData>();
     selectTargetPanel.gameObject.SetActive(false);
     UIManager.Instance.KeyUpHandle += Instance_KeyUpHandle;
     enumKeySettingType              = EnumKeySettingType.Lattice;
     if (keySettingFocusPath)
     {
         nowKeySettingLattice = keySettingFocusPath.GetFirstFocus() as UIFocusKeySettingLattice;
         if (nowKeySettingLattice)
         {
             nowKeySettingLattice.SetForcus();
         }
         //初始化显示
         UIFocus[] uiKeySettingLatticeArray = keySettingFocusPath.NewUIFocusArray;// keySettingFocusPath.UIFocuesArray;
         foreach (UIFocus item in uiKeySettingLatticeArray)
         {
             if (!item)
             {
                 continue;
             }
             UIFocusKeySettingLattice uiKeySettingLattice = item as UIFocusKeySettingLattice;
             int inputKey = uiKeySettingLattice.GetKeySettingInput();//输入的按键值
             if (uiKeySettingLattice)
             {
                 KeyContactStruct[] keyContactStructs = keyContactData.GetKeyContactStruct(inputKey);
                 if (keyContactStructs.Length > 0)
                 {
                     uiKeySettingLattice.keyLatticeType = keyContactStructs[0].keyContactType;
                     uiKeySettingLattice.id             = keyContactStructs[0].id;
                 }
                 else
                 {
                     uiKeySettingLattice.keyLatticeType = EnumKeyContactType.None;
                     uiKeySettingLattice.id             = 0;
                 }
                 //初始化显示
                 uiKeySettingLattice.InitShow();
             }
         }
     }
 }
Пример #2
0
 /// <summary>
 /// 选择当前项
 /// </summary>
 private void SelectAction()
 {
     if (nowKeySettingLattice)
     {
         //设置当前框内的显示图片
         if (nowKeySettingListItem && nowKeySettingListItem.value != null)
         {
             KeyContactStruct keyContactStruct = (KeyContactStruct)nowKeySettingListItem.value;
             nowKeySettingLattice.keyLatticeType = keyContactStruct.keyContactType;
             nowKeySettingLattice.id             = keyContactStruct.id;
         }
         else
         {
             nowKeySettingLattice.keyLatticeType = EnumKeyContactType.None;
             nowKeySettingLattice.id             = 0;
         }
         nowKeySettingLattice.InitShow();
     }
     //最后的设置
     selectTargetPanel.gameObject.SetActive(false);
     //状态改为格子状态
     enumKeySettingType = EnumKeySettingType.Lattice;
 }