/// <summary> /// 选中一个技能 /// </summary> /// <param name="_itemUI"></param> void OnSelectSkillUI(MarketTypeUI _itemUI) { //selectSkillUI = _itemUI; //if (OnSelectItemEvent != null) // { // OnSelectItemEvent(selectSkillUI); //} }
/// <summary> /// 刷新表现 /// </summary> public void RefreshItems() { Object marketTypeprefab = null; if (marketTypeprefab == null) { marketTypeprefab = exResources.GetResource(ResourceType.GUI, "Market/MarketType"); } if (marketTypeprefab == null) { GameSys.LogError("找不到预制:Market/MarketType"); return; } Vector3 V3 = Vector3.zero; MarketTypeContainers.Clear(); for (int i = 0; i < marketTypeList.Count; i++) { GameObject obj = Instantiate(marketTypeprefab) as GameObject; Transform parentTransf = this.gameObject.transform; obj.transform.parent = parentTransf; obj.transform.localPosition = V3; obj.transform.localScale = Vector3.one; if (!marketTypeList [i].ShowPage) { V3 = new Vector3(V3.x, V3.y - 57, V3.z); } else { V3 = new Vector3(V3.x, V3.y - (marketTypeList [i].Pagename.Count + 1) * 57, V3.z); } MarketTypeUI marketTypeUI = obj.GetComponent <MarketTypeUI>(); marketTypeUI.typeID = i + 1; marketTypeUI.FillInfo(marketTypeList[i]); //marketTypeUI.OnSelectEvent += OnSelectSkillUI; MarketTypeContainers.Add(marketTypeUI); // if (firstRun && skillList[i].SkillLv>0) // { // firstRun = false; // selectSkillUI = skillUI; // UIToggle tog = obj.GetComponent<UIToggle>(); // tog.value = true; // if (OnSelectItemEvent != null) // { // OnSelectItemEvent(selectSkillUI); // } // } } marketTypeprefab = null; }