public void SetInfo(BattleDataHeroInfo info, int totalDamage, int totalDamageGet, int totalKill, float totalTime) { _prgDamage.SetValue(1.0f * info.damage / info.totalDamage); _prgDamageGet.SetValue(1.0f * info.damageGet / info.totalDamageGet); _prgKill.SetValue(1.0f * info.kill / info.totalKill); _prgTime.SetValue(info.time / info.totalTime); _prgDamage.SetText(info.damage.ToString()); _prgDamageGet.SetText(info.damageGet.ToString()); _prgKill.SetText(info.kill.ToString()); _prgTime.SetText(Utils.GetCountDownString(info.time)); }
public void SetInfo(long heroID, int addExp) { HeroInfo info = UserManager.Instance.GetHeroInfo(heroID); if (info == null) { gameObject.SetActive(false); return; } _info = info; _addExp = addExp; _heroBg.sprite = ResourceManager.Instance.GetIconBgByQuality(info.StarLevel); _heroIcon.sprite = ResourceManager.Instance.GetHeroIcon(info.ConfigID); _heroLevel.text = "Lv " + info.Level; HeroLevelConfig expCfg = HeroLevelConfigLoader.GetConfig(info.Level); if (expCfg.ExpRequire == 0) { _heroExp.SetValue(1); if (_heroLevelUp != null) { _heroLevelUp.gameObject.SetActive(false); } } else { // 设置初始的进度 _heroExp._image.fillAmount = 1.0f * info.Exp / expCfg.ExpRequire; StartCoroutine(ProcessAnimation()); if (info.Exp + addExp >= expCfg.ExpRequire) { if (_heroLevelUp != null) { _heroLevelUp.gameObject.SetActive(true); } } else { if (_heroLevelUp != null) { _heroLevel.gameObject.SetActive(false); } } } _heroExp.SetText(Str.Get("UI_EXP") + "+" + addExp); }