private void ShowPage() { aSong_PlayerData propData = this.data != null ? this.data as aSong_PlayerData : aSongUI_Controller.Instance.playerData; Debug.Log("propData.props.Count = " + propData.dic_bagProp.Count); var enumerator = propData.dic_bagProp.GetEnumerator(); float countWeight = 0; //遍历背包,加载道具 while (enumerator.MoveNext()) { Debug.Log("aSongUI_Backpack::ShowPage id = " + enumerator.Current.Value.prop.name); countWeight += enumerator.Current.Value.prop.weight * enumerator.Current.Value.prop.num; AddPropToItem(enumerator.Current.Value.prop); } RefreshBackpackScrow(); //content.sizeDelta = new Vector2(content.rect.width, propData.dic_bagProp.Count * itemHeight); weightText.text = countWeight + "/200"; if (propData.Guns[0]) { leftWeapon.PutOnWeapon(propData.Guns[0]); } if (propData.Guns[1]) { rightWeapon.PutOnWeapon(propData.Guns[1]); } }
//道具还需要根据sort 进行排序. 1.各种类的枪,2.手枪,3.护甲装备,4.血包,6.炸弹...... //分两种:一种是已经拥有了的,一种是未拥有但是需要的.后一种全排在前一种的前面 private void ShowPage() { //Get Skill Data. //NOTE:here,maybe you havent Show(...pageData),ofcause you can got your skill data from your data singleton b_showed = true; this.gameObject.SetActive(true); aSong_PlayerData propData = this.data != null ? this.data as aSong_PlayerData : aSongUI_Controller.Instance.playerData; Debug.Log("propData.props.Count = " + propData.dic_listProp.Count); var enumerator = propData.dic_listProp.GetEnumerator(); while (enumerator.MoveNext()) { AddPropToItem(enumerator.Current.Value.prop); } //测试了new 赋值跟 普通赋值所占用时间;基础每个执行都花费3ms, 一万次,new增加了3ms,而赋值因为同一个所以不变 //Debug.Log("Start = " + DateTime.Now.Millisecond); //for(int i = 0; i < 10000; i++) content.sizeDelta = new Vector2(content.rect.width, propData.dic_listProp.Count * itemHeight); //Debug.Log("Middle = " + DateTime.Now.Millisecond); //for (int i = 0; i < 10000; i++) b_showed = true; //Debug.Log("End = " + DateTime.Now.Millisecond); }
private aSongUI_Controller() { //NOTE : this is Test Init Here. jd = aSong_UnityJsonUtil.Read("AllProps"); playerData = new aSong_PlayerData(); playerData.dic_listProp = new Dic_PropModel(); playerData.dic_bagProp = new Dic_PropModel(); }
public override void Refresh() { base.Refresh(); Debug.Log("aSongUI_Main::Refresh !!!!!!!!!!!!!!!!!!!!!"); aSong_PlayerData propData = this.data != null ? this.data as aSong_PlayerData : aSongUI_Controller.Instance.playerData; if (propData.Guns[0]) { playerWeapons.GetComponent <aSongUI_PropListItem>().Refresh(propData.Guns[0].prop); } if (propData.Guns[1]) { playerWeapons_2.GetComponent <aSongUI_PropListItem>().Refresh(propData.Guns[1].prop); } }