public void OnUnloadedSkill(int slotIndex) { if (slotIndex <= 0 || slotIndex > c_SkillSlotNum) { return; } UISkillSlot skillSlot = skillStorageArr[slotIndex - 1]; if (skillSlot != null) { skillSlot.SkillId = -1; skillSlot.SetName("可装备"); skillSlot.SetIcon(""); } }
public void InitSkillSetting(List <SkillInfo> skillInfoList) { if (skillInfoList == null) { return; } int currentPreset = UISkillSetting.presetIndex; foreach (SkillInfo info in skillInfoList) { if (info != null && info.Postions.Presets[currentPreset] != SlotPosition.SP_None) { int index = (int)info.Postions.Presets[currentPreset]; if (index > 0 && index <= 4) { UISkillSlot slot = skillStorageArr[index - 1]; if (slot == null || slot.SkillId != -1) { continue; } slot.SkillId = info.SkillId; //没初始化Atlas则初始化 if (!m_IsAtlasInitialized) { InitSlotAtlas(info.SkillId); m_IsAtlasInitialized = true; } SkillLogicData skillCfg = SkillConfigProvider.Instance.ExtractData(SkillConfigType.SCT_SKILL, info.SkillId) as SkillLogicData; if (null != skillCfg) { slot.SetName(skillCfg.ShowName); slot.SetIcon(skillCfg.ShowIconName); } } } } }