public ChildData(Transform child) { // Main.Logger.Log("创建一个"); gameObject = child.gameObject; // Main.Logger.Log("aaa"); setListActor = gameObject.GetComponent <SetListActor>(); // Main.Logger.Log("获取" + setListActor); GameObject obj = GameObject.Instantiate <GameObject>(setListActor.listActorNameText.gameObject); // Main.Logger.Log("aaa"); des = obj.GetComponent <Text>(); // Main.Logger.Log("aaa"); des.color = Color.red; // Main.Logger.Log("aaa"); RectTransform tf = obj.GetComponent <RectTransform>(); // Main.Logger.Log("aaa"); tf.SetParent(gameObject.transform, false); // Main.Logger.Log("aaa"); tf.sizeDelta = new Vector2(tf.sizeDelta.y, tf.sizeDelta.y); // Main.Logger.Log("aaa"); tf.anchoredPosition = new Vector2(-30, 15); // Main.Logger.Log("aaa"); foreach (var item in child) { // Main.Logger.Log("... " + item); } select = child.Find("ListActorLabel").GetComponent <Image>(); des.text = "赠"; }
private void SetCell(ItemCell itemCell, int index) { // Main.Logger.Log(index.ToString() + "设置 itemCell。。。" + itemCell.ToString() + " pos=" + scrollRect.verticalNormalizedPosition.ToString()); ActorItem item = itemCell as ActorItem; if (item == null) { // Main.Logger.Log("WarehouseItem出错。。。"); return; } // Main.Logger.Log("数据长度:" + m_data.Length); ChildData[] childDatas = item.childDatas; for (int i = 0; i < lineCount; i++) { int idx = (index - 1) * lineCount + i; // Main.Logger.Log("循环" + i + "获取第【" + idx + "】个元素的数据"); if (i < childDatas.Length) { ChildData childData = childDatas[i]; GameObject go = childData.gameObject; if (idx < m_data.Length) { go.transform.parent.gameObject.SetActive(true); if (!go.activeSelf) { go.SetActive(true); } int num2 = m_data[idx]; itemCell.name = "Actor," + num2; // Main.Logger.Log("改名A:" + itemCell.name); if (itemCell.transform.childCount > i) { var child = itemCell.transform.GetChild(i); child.name = "Actor," + num2; // Main.Logger.Log("改名B:" + itemCell.name); //Toggle tog = child.GetComponent<Toggle>(); //tog.group = ActorMenu.instance.listActorsHolder.GetComponent<ToggleGroup>(); // Main.Logger.Log(ActorMenu.instance.acotrId +" "+ num2 + "判断是否选中:" + (ActorMenu.instance.acotrId == num2)); //tog.isOn = ActorMenu.instance.acotrId == num2; if (ActorMenu.instance.acotrId == num2 && ActorMenuActorListPatch.giveActorId == num2) { childData.Select(SelectState.All); } else if (ActorMenu.instance.acotrId == num2) { childData.Select(SelectState.Select); } else if (ActorMenuActorListPatch.giveActorId == num2) { childData.Select(SelectState.Give); } else { childData.Select(SelectState.Node); } Button btn = child.GetComponentInChildren <Button>(); btn.onClick.RemoveAllListeners(); btn.onClick.AddListener(delegate() { ActorMenu.instance.SetActorAttr(int.Parse(go.name.Split(',')[1])); }); } SetListActor component = childData.setListActor; component.SetActor(num2); // Main.Logger.Log("此处是一些处理 不同身份的人处理方式不同"); if (!ActorMenu.instance.isEnemy) { if (num2 == DateFile.instance.MianActorID()) { // Main.Logger.Log("主角"); component.SetInTeamIcon(true); component.SetInBuildingIcon(false); component.RestMoodFace(); component.listActorFavorText.text = ""; component.listActorSamsaraText.text = ""; } else if (DateFile.instance.acotrTeamDate.Contains(num2)) { // Main.Logger.Log("是出战队员"); component.SetInTeamIcon(true); component.SetInBuildingIcon(false); component.RestMoodFace(); } else if (DateFile.instance.ParseInt(DateFile.instance.GetActorDate(num2, 27, addValue: false)) == 1) { // Main.Logger.Log("不知道是啥"); component.SetInTeamIcon(false); component.SetInBuildingIcon(false); component.RestMoodFace(); } else if (DateFile.instance.ActorIsWorking(num2) != null) { // Main.Logger.Log("正在工作的?"); component.SetInTeamIcon(false); component.SetInBuildingIcon(true); component.RestMoodFace(); } else { // Main.Logger.Log("其他"); component.SetInTeamIcon(false); component.SetInBuildingIcon(false); component.RestMoodFace(); } } else { // Main.Logger.Log("敌人"); component.SetInTeamIcon(false); component.SetInBuildingIcon(false); component.RestMoodFace(); } } else { if (go.activeSelf) { go.SetActive(false); } } if (i == 0 && !go.transform.parent.gameObject.activeSelf) { go.transform.parent.gameObject.SetActive(true); } } else { // Main.Logger.Log("数据出错。。。"); } // Main.Logger.Log("人物设置完毕"); } }