private void CreateItemIcon(List <PvPItemInfo> items) { ClearItemIcon(); for (int i = 0; i < items.Count; i++) { PvPItemInfo info = items[i]; CItem citem = new CItem(); citem.m_ItemID = info.ItemID; citem.m_ItemKey = info.ItemKey; citem.m_ItemOptions = new _vItemOptions(); for (int k = 0; k < info.options.Count; k++) { PvPItemOptionInfo optioninfo = info.options[k]; CItemOption citemoption = new CItemOption(); citemoption.m_OptionNo = optioninfo.optionNo; citemoption.m_OptionID = optioninfo.optionID; citemoption.m_OptionCreator = optioninfo.optionCreator; citemoption.m_OptionInt = optioninfo.optionInt; citemoption.m_OptionBigint = optioninfo.optionBigint; citem.m_ItemOptions.Add(citemoption); } DATA_ITEM_NEW itemTable = CDATA_ITEM_NEW.Get(info.ItemID); Transform parent = null; if (itemTable.m_enItemSubType == DATA_ITEM_SUB_TYPE_NEW._enItemStatusSubType.ITEMTYPE_EI_WEAPON) { parent = _itemIconTransforms[(int)enCreatureItemType.ITEMCREATUETYPE_WEAPON]; } else if (itemTable.m_enItemSubType == DATA_ITEM_SUB_TYPE_NEW._enItemStatusSubType.ITEMTYPE_EI_ARMOR) { parent = _itemIconTransforms[(int)enCreatureItemType.ITEMCREATUETYPE_ARMOR]; } else if (itemTable.m_enItemSubType == DATA_ITEM_SUB_TYPE_NEW._enItemStatusSubType.ITEMTYPE_EI_ACCESSORY) { parent = _itemIconTransforms[(int)enCreatureItemType.ITEMCREATUETYPE_ACC1]; } else if (itemTable.m_enItemSubType == DATA_ITEM_SUB_TYPE_NEW._enItemStatusSubType.ITEMTYPE_EI_ACCESSORY_2) { parent = _itemIconTransforms[(int)enCreatureItemType.ITEMCREATUETYPE_ACC2]; } ItemBaseIcon icon = UIResourceMgr.CreatePrefab <ItemBaseIcon>(BUNDLELIST.PREFABS_UI_COMMON, parent, "ItemBaseIcon"); UIPanel iconPanel = icon.GetComponent <UIPanel>(); if (iconPanel != null) { if (_panel != null) { UtilFunc.SetPanelDepth(iconPanel, _panel.depth + 10); } else { UtilFunc.SetPanelDepth(iconPanel, 410); } } TweenScale tweenscale = icon.GetComponent <TweenScale>(); if (tweenscale != null) { DestroyImmediate(tweenscale); } uint ItemForce = info.ItemForce; ItemSlot slot = new ItemSlot(citem); slot.SetUpgradeLevel((int)ItemForce); icon.Init(itemTable, slot); icon.SetForceCount((int)ItemForce); icon.ActiveGoldBuffIcon(false); _itemIconList.Add(icon); } }