/// <summary> /// 显示技能详细信息 /// </summary> /// <param name="view"></param> private void PresentInfo(SkillInfoItem view) { selected = view; // 重置施法按钮为默认状态 PresentFireThumbs(this.uiSkillFireThumbs); // 基础攻击技能和未学习技能的施法按钮无法配置 foreach (var button in this.uiSkillFireThumbs.Concat(uiSkillFireOK)) { button.gameObject.SetActive(selected.Skill.Value != null && selected.Skill.Value.IsBasic == false); } // 基本技能信息显示 var s = view.Skill.Value ?? table.TableSkill.First(view.Skill.Key); infoName.text = string.Format("[e28c00]{0} {1}级[-]", s.name, s.level); infoRequire.text = string.Format("[e28c00]消耗真气: [-]{0}点 距离{1}码", s.requirePoint, s.radius); infoCD.text = string.Format("[e28c00]冷却时间: [-]{0}秒", s.cd); infoDesc.text = s.desc; // 升级/学习 按钮 infoUpgrade.isEnabled = view.Skill.Value == null || view.Skill.Value.level < view.Skill.Value.MaxLevel; infoUpgrade.GetComponentInChildren <UILabel>().text = view.Skill.Value != null ? "升级" : "学习"; }
/// <summary> /// 显示最上面的技能按钮 /// </summary> /// <param name="manager"></param> private void PresentIcons(SkillManager manager) { if (this.gameObject.activeSelf == false || items == null) { return; } // 为每个按钮关联对应的技能 foreach (var i in items.Zip(from s in manager where s.Value == null || s.Value.IsBasic == false orderby s.Key select s)) { i.Item1.Skill = i.Item2; } // 默认选中第一个学会的技能 if (selected == null) { foreach (var i in items) { if (i.Skill.Value == null) { continue; } selected = i; break; } } // 更新选中技能信息 if (selected != null) { var click = UIEventListener.Get(selected.uiIcon.gameObject).onClick; if (click != null) { click(selected.uiIcon.gameObject); } selected.uiIcon.GetComponent <UIToggle>().value = true; } }
/// <summary> /// 显示最上面的技能按钮 /// </summary> /// <param name="manager"></param> private void PresentIcons(SkillManager manager) { if (this.gameObject.activeSelf == false || items == null) return; // 为每个按钮关联对应的技能 foreach (var i in items.Zip(from s in manager where s.Value == null || s.Value.IsBasic == false orderby s.Key select s)) i.Item1.Skill = i.Item2; // 默认选中第一个学会的技能 if (selected == null) { foreach (var i in items) { if (i.Skill.Value == null) continue; selected = i; break; } } // 更新选中技能信息 if (selected != null) { var click = UIEventListener.Get(selected.uiIcon.gameObject).onClick; if (click != null) click(selected.uiIcon.gameObject); selected.uiIcon.GetComponent<UIToggle>().value = true; } }
/// <summary> /// 显示技能详细信息 /// </summary> /// <param name="view"></param> private void PresentInfo(SkillInfoItem view) { selected = view; // 重置施法按钮为默认状态 PresentFireThumbs(this.uiSkillFireThumbs); // 基础攻击技能和未学习技能的施法按钮无法配置 foreach (var button in this.uiSkillFireThumbs.Concat(uiSkillFireOK)) button.gameObject.SetActive(selected.Skill.Value != null && selected.Skill.Value.IsBasic == false); // 基本技能信息显示 var s = view.Skill.Value ?? table.TableSkill.First(view.Skill.Key); infoName.text = string.Format("[e28c00]{0} {1}级[-]", s.name, s.level); infoRequire.text = string.Format("[e28c00]消耗真气: [-]{0}点 距离{1}码", s.requirePoint, s.radius); infoCD.text = string.Format("[e28c00]冷却时间: [-]{0}秒", s.cd); infoDesc.text = s.desc; // 升级/学习 按钮 infoUpgrade.isEnabled = view.Skill.Value == null || view.Skill.Value.level < view.Skill.Value.MaxLevel; infoUpgrade.GetComponentInChildren<UILabel>().text = view.Skill.Value != null ? "升级" : "学习"; }