private void insSlot() { WeaponSystemData dt = this.data as WeaponSystemData; if (dt == null) { return; } money.text = "金币: " + dt.Money.ToString(); score.text = "分数: " + dt.Score.ToString(); energy.text = "能量: " + dt.Energy.ToString(); List <WeaponSysItemData> lst = dt.WeaponInfoLst; if (lst != null && lst.Count > 0) { for (int i = 0; i < lst.Count; i++) { if (!dictItem.ContainsKey(i)) { GameObject go = MonoBehaviour.Instantiate(slot, slot.transform.parent) as GameObject; go.SetActive(true); WeaponSysItem item = go.AddComponent <WeaponSysItem>(); dictItem[i] = item; } dictItem[i].setData(lst[i]); } } }
private void onOpenUI(Message msg) { if (UIMgr.Instance.isOpen(this.uiEnum)) { UIMgr.Instance.closeUI(this.uiEnum); return; } if (lstInfo != null && lstInfo.Count <= 0) { List <WeaponInfo> lst = WeaponFactory.Instance.getWeaponInfo(); for (int i = 0; i < lst.Count; i++) { WeaponSysItemData dt = new WeaponSysItemData(); dt.Type = lst[i].Type; dt.CostMoney = lst[i].CostMoney; dt.BaseDamage = lst[i].BaseDamage; dt.AddDamage = lst[i].AddDamage; dt.Path = dt.Type == WeaponType.bow ? lst[i].LeftPath : lst[i].RightPath; dt.Name = lst[i].Name; dt.Desc = lst[i].Desc; dt.Scale = dt.Type == WeaponType.bow ? new Vector3(10, 10, 0.1f) : new Vector3(100, 100, 1); lstInfo.Add(dt); } } WeaponSystemData data = new WeaponSystemData(); data.WeaponInfoLst = lstInfo; //BaseEntity player = EntityMgr.Instance.getEntityById(1008611); List <BaseEntity> playerLst = EntityMgr.Instance.getEntityByType(EntityType.player); BaseEntity player = playerLst != null && playerLst.Count > 0 ? playerLst[0] : null; if (player != null) { } //canvas的位置旋转 Vector3 pos = (Vector3)msg["Pos"]; Quaternion rot = (Quaternion)msg["Rot"]; UIMgr.Instance.resetCanvasPos(pos, rot); this.updateUI(data); }