void OnUpdatePropCount() { int index = 0; int off = Character.dataModel.propCount - _propStats.Count; if (off > 0) { GameObject prefab = Manage.Instance.Resources.GetObj <GameObject>(ResourcesEnum.UIPrefab, Config.PropStatsGame, true); for (index = 0; index < off; index++) { PropStatsGame p = NetStatsGame(_PropParent); p.OnInit(OnClickProp, index); _propStats.Add(p); } } index = 0; for (int i = 0; i < Character.dataModel.propCount; i++, index++) { BaseAdditionalAttribute _att = Manage.Instance.Data.GetBaseProp(Character.dataModel.prop[i]); _propStats[i].Attribute = _att; } for (int i = index; i < _propStats.Count; i++) { _propStats[i].gameObject.SetActive(false); } }
public override void mAwake() { base.mAwake(); _dataStats.Clear(); _attributeStats.Clear(); _skillStats.Clear(); _resistanceStats.Clear(); GameObject prefab = Manage.Instance.Resources.GetObj <GameObject>(ResourcesEnum.UIPrefab, Config.AttributeStatsGame, true); StartAttributeStats("attribute", 1, prefab, (int)AttributeEnum.length, ref _attributeStats); StartAttributeStats("skill", 2, prefab, (int)skillEnum.length, ref _skillStats); //距离和攻击有最大最小 StartAttributeStats("data", 3, prefab, (int)DataEnum.showLength, ref _dataStats); StartAttributeStats("resistance", 4, prefab, (int)ResistanceEnum.length, ref _resistanceStats); Transform EquipmentParent = transform.Find("Left/Equipment/Grid"); _equipmentStats = new PropStatsGame[EquipmentParent.childCount]; for (int i = 0; i < _equipmentStats.Length; i++) { PropStatsGame p = NetStatsGame(EquipmentParent); p.gameObject.name = ((EquipmentEnum)i).ToString(); p.OnInit(OnClickEquipment, i); _equipmentStats[i] = p; } _PropParent = transform.Find("Left/Prop/Grid"); }
public override void mAwake() { base.mAwake(); transform.Find("Upper/close").GetComponent <Button>().onClick.AddListener(Close); Transform parent = transform.Find("Middle/Grid"); GameObject prefab = Manage.Instance.Resources.GetObj <GameObject>(ResourcesEnum.UIPrefab, Config.PropStatsGame, true); StatsGameAry = new PropStatsGame[Config.BackPackCount]; for (int i = 0; i < StatsGameAry.Length; i++) { PropStatsGame game = Instantiate <GameObject>(prefab).AddComponent <PropStatsGame>(); game.transform.SetParent(parent, false); game.transform.localScale = Vector3.one; game.OnInit(ClickPropGame, i); StatsGameAry[i] = game; } moneyText = transform.Find("Lower/money").GetComponent <Text>(); transform.Find("Lower/Arrangement").GetComponent <Button>().onClick.AddListener(Arrangement); }
public override void mAwake() { base.mAwake(); addition = new BaseAdditionalAttribute [ Manage.Instance.Data.GetDictionary <PropAttribute>().Count + Manage.Instance.Data.GetDictionary <EquipmentAttribute>().Count ]; int index = 0; for (int i = 0; i < Manage.Instance.Data.GetDictionary <PropAttribute>().Count; i++) { addition[index] = Manage.Instance.Data.GetDictionary <PropAttribute>().Values.ToList()[i] as BaseAdditionalAttribute; addition[index].number = index + 1; index++; } for (int i = 0; i < Manage.Instance.Data.GetDictionary <EquipmentAttribute>().Count; i++) { addition[index] = Manage.Instance.Data.GetDictionary <EquipmentAttribute>().Values.ToList()[i] as BaseAdditionalAttribute; addition[index].number = 1; index++; } StatsGameAry = new PropStatsGame[addition.Length]; Transform parent = transform.Find("Middle/Grid"); GameObject prefab = Manage.Instance.Resources.GetObj <GameObject>(ResourcesEnum.UIPrefab, Config.PropStatsGame, true); for (int i = 0; i < StatsGameAry.Length; i++) { PropStatsGame game = Instantiate <GameObject>(prefab).AddComponent <PropStatsGame>(); game.transform.SetParent(parent, false); game.transform.localScale = Vector3.one; game.OnInit(ClickPropGame, i); StatsGameAry[i] = game; } }