/// <summary> /// 更新UI /// </summary> public void updateUI(BloodPointSample bps) { cardIcon.gameObject.SetActive(true); cardIconForMaxQuality.gameObject.SetActive(false); cardIconForMaxQuality.mainTexture = null; updateAttrs(); //更新卡片基础信息 updateChangeAttrs(bps); //更新即将加成的属性数值(如果是技能类那么不需要显示) int[] tempQuliq = BloodConfigManager.Instance.getMapQualiy(choosedCard.sid, choosedCard.cardBloodLevel); //当前血脉最高描述 describe.text = ""; if (choosedCard.cardBloodLevel < BloodConfigManager.Instance.getTotalItemNum(choosedCard.sid) && choosedCard.getQualityId() != QualityType.MYTH) //激活每一阶的最后一个节点一定会提升品质才可以这样判断 { if (tempQuliq[0] == -1) { describe.text = ""; } else { describe.text = LanguageConfigManager.Instance.getLanguage("prefabzc34", QualityManagerment.getQualityColorForBloodItem(tempQuliq[0], tempQuliq[1]), QualityManagerment.getdecForBloodItem(tempQuliq[0]), QualityManagerment.getColorForBloodItem(tempQuliq[0] - 1), QualityManagerment.getColorForBloodItem(tempQuliq[0])); } } if (choosedCard.cardBloodLevel == BloodConfigManager.Instance.getTotalItemNum(choosedCard.sid) && choosedCard.getQualityId() == QualityType.MYTH) //激活每一阶的最后一个节点一定会提升品质才可以这样判断 { cardIcon.gameObject.SetActive(false); cardIcon.mainTexture = null; ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.CARDIMAGEPATH + choosedCard.getImageID(), cardIconForMaxQuality); cardIconForMaxQuality.gameObject.SetActive(true); } int[] colorQuliq = BloodConfigManager.Instance.getCurrentBloodLvColor(choosedCard.sid, choosedCard.cardBloodLevel); //当前节点的附加属性 if (choosedCard.cardBloodLevel == BloodConfigManager.Instance.getTotalItemNum(choosedCard.sid) && choosedCard.getQualityId() == QualityType.MYTH) { bloodLevel.text = "[FF0000]" + LanguageConfigManager.Instance.getLanguage("prefabzc31", (BloodConfigManager.Instance.getCurrentBloodMap(choosedCard.sid, choosedCard.cardBloodLevel).Length + ""));//bloodLavel UIlaber描述 } else { bloodLevel.text = QualityManagerment.getQualityColorForlv(colorQuliq[0], colorQuliq[1]);//bloodLavel UIlaber描述 } }