/// <summary> /// 创建未召唤炮弹兵 /// </summary> private void CreateNoExistHero() { int count = 0; PdbbbItem pbbItem = null; bool bHaveNot = false; for (int i = 0; i < m_allNoExistSoldierInfo.Count; i++) { SoldierInfo info = m_allNoExistSoldierInfo[i]; if (m_iSelectLocation != -1) { if (m_iSelectLocation != info.m_loaction) { continue; } } if (bHaveNot == false) { bHaveNot = true; CreateBanner(); } if (count % 4 == 0) { pbbItem = null; GameObject go = NDLoad.LoadWndItem("PdbbbItem", MyHead.Parent.transform); pbbItem = go.GetComponent <PdbbbItem>(); if (pbbItem != null) { pbbItem.MyHead.Table.pivot = UITablePivot.Pivot.Left; } } count++; if (pbbItem != null && pbbItem.MyHead.Table != null) { GameObject go = NDLoad.LoadWndItem("NOExistHeroItem", pbbItem.MyHead.Table.transform); if (go != null) { NOExistHeroItem item = go.GetComponent <NOExistHeroItem>(); if (item != null) { item.SetData(info, false); m_NoExistSoldier.Add(item); } } pbbItem.MyHead.Table.Reposition(); } } }
/// <summary> /// 创建 可以召唤但未召唤的炮弹兵 /// </summary> private void CreateCanExistHero() { PdbbbItem pbbItem = null; int count = 0; for (int i = 0; i < m_allCanExistSoldierInfo.Count; i++) { SoldierInfo info = m_allCanExistSoldierInfo[i]; if (m_iSelectLocation != -1) { if (m_iSelectLocation != info.m_loaction) { continue; } } m_iCreatCount++; if (count % 4 == 0) { pbbItem = null; GameObject go = NDLoad.LoadWndItem("PdbbbItem", MyHead.Parent.transform); pbbItem = go.GetComponent <PdbbbItem>(); } count++; if (pbbItem != null && pbbItem.MyHead.Table != null) { GameObject go = NDLoad.LoadWndItem("NOExistHeroItem", pbbItem.MyHead.Table.transform); if (go != null) { NOExistHeroItem item = go.GetComponent <NOExistHeroItem>(); if (item != null) { item.SetData(info, true); m_CanExistSoldier.Add(item); if (m_tCanSummon == null) { m_tCanSummon = item; item.bGuideSelect = true; } } } pbbItem.MyHead.Table.Reposition(); } } }