public static bool Prefix(int _skillTyp, bool favorChange = false) { // Main.Logger.Log("获取行动者" + _skillTyp.ToString() + " " + favorChange.ToString()); if (workActor == null) { listActorsHolder = HomeSystem.instance.listActorsHolder.gameObject; //listActorsHolder.SetActive(false); workActor = HomeSystem.instance.listActorsHolder.parent.parent.gameObject.AddComponent <NewWorkActor>(); workActor.Init(_skillTyp, favorChange); } List <int> newActorList = new List <int>(); Dictionary <int, int> dictionary = new Dictionary <int, int>(); List <int> list = new List <int>(DateFile.instance.GetGangActor(16, 9, false)); foreach (int num in list) { dictionary.Add(num, int.Parse(DateFile.instance.GetActorDate(num, _skillTyp, true))); } List <KeyValuePair <int, int> > list2 = new List <KeyValuePair <int, int> >(dictionary); list2.Sort((KeyValuePair <int, int> s1, KeyValuePair <int, int> s2) => (!favorChange) ? s2.Value.CompareTo(s1.Value) : s1.Value.CompareTo(s2.Value)); foreach (KeyValuePair <int, int> keyValuePair in list2) { newActorList.Add(keyValuePair.Key); } List <int> data = new List <int>(); //这段循环设置数据,应该挪到SetItemCell for (int i = 0; i < newActorList.Count; i++) { int num2 = newActorList[i]; if (!DateFile.instance.GetFamily(true, true).Contains(num2) && int.Parse(DateFile.instance.GetActorDate(num2, 11, false)) > 14) { //GameObject gameObject = UnityEngine.Object.Instantiate<GameObject>(HomeSystem.instance.listActor, Vector3.zero, Quaternion.identity); //gameObject.name = "Actor," + num2; //gameObject.transform.SetParent(HomeSystem.instance.listActorsHolder, false); //gameObject.GetComponent<Toggle>().group = HomeSystem.instance.listActorsHolder.GetComponent<ToggleGroup>(); //gameObject.GetComponent<SetWorkActorIcon>().SetActor(num2, _skillTyp, favorChange); data.Add(num2); } } workActor.data = data.ToArray(); return(false); }
public static bool Prefix(int _skillTyp, bool favorChange = false) { //Main.Logger.Log("获取行动者" + _skillTyp.ToString() + " " + favorChange.ToString()); if (workActor == null) { listActorsHolder = HomeSystem.instance.listActorsHolder.gameObject; //listActorsHolder.SetActive(false); workActor = HomeSystem.instance.listActorsHolder.parent.parent.gameObject.AddComponent <NewWorkActor>(); workActor.Init(_skillTyp, favorChange); } List <int> newActorList = new List <int>(); Dictionary <int, int> dictionary = new Dictionary <int, int>(); List <int> list = new List <int>(DateFile.instance.GetGangActor(16, 9, false)); foreach (int num in list) { dictionary.Add(num, int.Parse(DateFile.instance.GetActorDate(num, _skillTyp, true))); } List <KeyValuePair <int, int> > list2 = new List <KeyValuePair <int, int> >(dictionary); list2.Sort((KeyValuePair <int, int> s1, KeyValuePair <int, int> s2) => (!favorChange) ? s2.Value.CompareTo(s1.Value) : s1.Value.CompareTo(s2.Value)); foreach (KeyValuePair <int, int> keyValuePair in list2) { newActorList.Add(keyValuePair.Key); } List <int> data = new List <int>(); //这段循环设置数据,应该挪到SetItemCell for (int i = 0; i < newActorList.Count; i++) { int num2 = newActorList[i]; if (!DateFile.instance.GetFamily(true, true).Contains(num2) && int.Parse(DateFile.instance.GetActorDate(num2, 11, false)) > 14) { //GameObject gameObject = UnityEngine.Object.Instantiate<GameObject>(HomeSystem.instance.listActor, Vector3.zero, Quaternion.identity); //gameObject.name = "Actor," + num2; //gameObject.transform.SetParent(HomeSystem.instance.listActorsHolder, false); //gameObject.GetComponent<Toggle>().group = HomeSystem.instance.listActorsHolder.GetComponent<ToggleGroup>(); //gameObject.GetComponent<SetWorkActorIcon>().SetActor(num2, _skillTyp, favorChange); //string des; //int key = num2; //des = DateFile.instance.GetActorName(key, false, false); //if (favorChange) //{ // des += " " + DateFile.instance.massageDate[303][1]; // des += ":" + DateFile.instance.moodTypDate[0][0]; //} //else //{ // int num = int.Parse(DateFile.instance.GetActorDate(key, _skillTyp, true)); // int coloer = 20002 + Mathf.Clamp((num - 20) / 10, 0, 8); // bool flag2 = _skillTyp < 501; // if (flag2) // { // des += " " + DateFile.instance.actorAttrDate[_skillTyp + 1][0]; // des += ":" + ActorMenu.instance.Color7(num); // } // else // { // des += " " + DateFile.instance.baseSkillDate[_skillTyp - 501][0]; // des += ":" + DateFile.instance.SetColoer(coloer, DateFile.instance.massageDate[2002][0] + num, false); // } //} //Logger.Log(des); data.Add(num2); } } //Main.Logger.Log("设置数据" + _skillTyp.ToString() + " " + favorChange.ToString()); workActor.skillTyp = _skillTyp; workActor.favorChange = favorChange; workActor.data = data.ToArray(); return(false); }