public void UpdateDifficulty() { if (sdLevelInfo.levelInfos == null) { return; } StartTuiTu lvl = m_CampaignWnd.transform.FindChild("CullPanel/CampaignPanel/btn_level1").GetComponent <StartTuiTu>(); int iLevelID = lvl.GetLevelID() / 100 * 100 + 10 + m_iDifficulty; for (int i = 0; i < sdLevelInfo.levelInfos.Length; i++) { if (sdLevelInfo.levelInfos[i].levelID == iLevelID) { if (sdLevelInfo.levelInfos[i].valid) { // 此难度已经激活. m_spStar.spriteName = ""; m_bValid = true; } else { // 此难度还未激活. m_spStar.spriteName = "lock"; m_bValid = false; } break; } } }
public void SelectDifficulty() { // 根据难度选择,设定关卡ID.. GameObject obj = GameObject.Find("sp_newIcon"); if (obj != null) { obj.transform.localScale = Vector3.zero; } obj = GameObject.Find("sp_line_red"); if (obj != null) { obj.GetComponent <UISprite>().fillAmount = 0; } for (int i = 1; i <= 6; i++) { StartTuiTu lvl = m_CampaignWnd.transform.FindChild("CullPanel/CampaignPanel/btn_level" + i).GetComponent <StartTuiTu>(); lvl.m_iDifficulty = m_iDifficulty; lvl.UpdateLevelButton(); } // 记录此战役选择的难度. sdLevelInfo.battleInfos[sdLevelInfo.BattleInfoID(m_CampaignMgr.m_BattleID)].difficulty = m_iDifficulty; // 更改难度边框.. if (gameObject.name == "bt_difficulty1") { gameObject.transform.FindChild("Background").GetComponent <UISprite>().spriteName = "pt2"; m_OtherDifficulty1.spriteName = "jy1.png"; m_OtherDifficulty2.spriteName = "zj1.png"; m_OtherDifficultyFrame1.SetActive(false); m_OtherDifficultyFrame2.SetActive(false); } else if (gameObject.name == "bt_difficulty2") { m_OtherDifficulty1.spriteName = "pt1"; gameObject.transform.FindChild("Background").GetComponent <UISprite>().spriteName = "jy2.png"; m_OtherDifficulty2.spriteName = "zj1.png"; m_OtherDifficultyFrame1.SetActive(true); m_OtherDifficultyFrame2.SetActive(false); } else if (gameObject.name == "bt_difficulty3") { m_OtherDifficulty1.spriteName = "pt1"; m_OtherDifficulty2.spriteName = "jy1.png"; gameObject.transform.FindChild("Background").GetComponent <UISprite>().spriteName = "zj2.png"; m_OtherDifficultyFrame1.SetActive(false); m_OtherDifficultyFrame2.SetActive(true); } }