void OnBtnClick(string btnName) { int Btn_index = System.Convert.ToInt32(btnName.Substring(btnName.Length - 1)); if (prevIndex == Btn_index) { return; } else { prevIndex = Btn_index; } if (Btn_index >= 0 && Btn_index < Btn_Backs.Count) { Btn_Backs[Btn_index].normalSprite = "Symbol 31"; if (OldClickBtn != null) { OldClickBtn.normalSprite = "Symbol 32"; } OldClickBtn = Btn_Backs[Btn_index]; } PlayerHeadType headtype = (PlayerHeadType)System.Convert.ToInt32(btnName.Substring(btnName.Length - 1)); Dictionary <int, UserHeadData> head_list = HeadData[headtype]; int index = -1; foreach (UserHeadData data in head_list.Values) { index++; if (index < list_headcell.Count) { if (!list_headcell[index].gameObject.activeSelf) { list_headcell[index].gameObject.SetActive(true); } list_headcell[index].InitUI(data); } } index++; for (; index < list_headcell.Count; index++) { list_headcell[index].gameObject.SetActive(false); } if (list_headcell.Count > 0) { m_selHead = list_headcell[0]; m_selHead.m_objSel.alpha = (float)System.Convert.ToUInt32(true); } m_grid.Reposition(); _scrollView.ResetPosition(); }
//创建对象池 void CreateElement() { HeadData = Core.Data.playerManager.HeadConfigData; int MaxCount = Mathf.Max(HeadData[PlayerHeadType.Vip].Count, HeadData[PlayerHeadType.General].Count, HeadData[PlayerHeadType.Reward].Count); Object prefab = PrefabLoader.loadFromPack("ZQ/UserHeadCell"); for (int i = 0; i < MaxCount; i++) { GameObject obj = Instantiate(prefab) as GameObject; RED.AddChild(obj, m_grid.gameObject); obj.name = (10 + i).ToString(); UserHeadCell cell = obj.GetComponent <UserHeadCell> (); list_headcell.Add(cell); } m_grid.Reposition(); _scrollView.ResetPosition(); OnBtnClick("0"); }