/// <summary> /// 技能通用UI /// </summary> /// <param name="skillId"></param> /// <param name="card"></param> /// <param name="idx">[1-6] 第几个技能 </param> /// <returns></returns> public UI_SkillPopMgr ShowSkill(SkillTemplate skillT, ObjectCard card, int idx, UI_SkillPopMgr.SkillPopUIType type = UI_SkillPopMgr.SkillPopUIType.Default) { bool isSkillOpen = card.GetHeroData().QualityLev >= idx; string path = ""; //if (isSkillOpen) // path = "HeroStrengthen/UI_SkillOpen_1_20"; //else // path = "HeroStrengthen/UI_SkillNotOpen_1_20"; switch (type) { case UI_SkillPopMgr.SkillPopUIType.Default: if (isSkillOpen) { path = "HeroStrengthen/UI_SkillOpen_1_20"; } else { path = "HeroStrengthen/UI_SkillNotOpen_1_20"; } break; case UI_SkillPopMgr.SkillPopUIType.Locked: case UI_SkillPopMgr.SkillPopUIType.LevelUp: path = "HeroStrengthen/UI_SkillNotOpen_1_20"; break; case UI_SkillPopMgr.SkillPopUIType.UnLocked: path = "HeroStrengthen/UI_SkillOpen_1_20"; break; default: break; } GameObject go = UI_HomeControler.Inst.AddUI(path); UI_SkillPopMgr uiSkillPopMgr = go.GetComponent <UI_SkillPopMgr>(); uiSkillPopMgr.ShowSkillPopUI(skillT, card, idx, type); return(uiSkillPopMgr); }
void SkillClickHandler(int idx) { List <int> skillIds = mObjectCard.GetHeroData().HeroSkillDB.SkillList; if (skillIds == null || skillIds.Count != 6) { LogManager.LogError("技能个数不为6个"); return; } else { SkillTemplate skillT = DataTemplate.GetInstance().m_SkillTable.getTableData(skillIds[idx - 1]) as SkillTemplate; bool isSkillOpen = mObjectCard.GetHeroData().QualityLev >= idx; UI_SkillPopMgr.SkillPopUIType type = isSkillOpen ? UI_SkillPopMgr.SkillPopUIType.LevelUp : UI_SkillPopMgr.SkillPopUIType.Locked; UICommonManager.Inst.ShowSkill(skillT, mObjectCard, idx, type); } }