void Update() { if (m_isLeaveCreateChar1 == true && mCreateChar && mCreateChar.IsLeaveCreateUIFinish()) { mCreateChar.LeaveCreateUI(); //< 离开创建角色界面aa GameObject kSelectWndObject = mCreateChar.m_SelectRoleWndObject; if (kSelectWndObject) { SelectChar kSelectChar = kSelectWndObject.GetComponent <SelectChar>(); if (kSelectChar) { kSelectChar.EnterSelectUI(); //< 回到选择角色界面aa } } m_isLeaveCreateChar1 = false; } if (m_isLeaveCreateChar2 == true && mCreateChar && mCreateChar.IsLeaveCreateUIFinish2()) { mCreateChar.m_ReturnModel = true; mCreateChar.EnterCreateUI1(mCreateChar.SelectedRace); //< 回到创建角色第一步界面aa m_isLeaveCreateChar2 = false; } }
public void SetSelectRoleWnd(GameObject obj) { m_SelectRoleWndObject = obj; if (m_SelectRoleWndObject) { mSelectChar = m_SelectRoleWndObject.GetComponent <SelectChar>(); } }
protected bool m_bSelected = false; // 当前此项是否被选中 void Awake() { if (m_SelectCharWnd) { m_SelectChar = m_SelectCharWnd.GetComponent <SelectChar>(); } InitRole(); }
void Awake() { if (m_SelectCharWnd) { m_SelectChar = m_SelectCharWnd.GetComponent <SelectChar>(); } // 默认选择上次选中的角色aa int iCurrentSelect = -1; if (SDNetGlobal.roleCount > 0 && SDNetGlobal.playerList[SDNetGlobal.lastSelectRole] != null) { iCurrentSelect = SDNetGlobal.lastSelectRole; } doSelect(iCurrentSelect); // EnterSelectUI(); }