| System/FashionDress/FashionAttrBeh.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/FashionDress/FashionAttrBeh.cs.meta | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/FashionDress/FashionDetailsWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
System/FashionDress/FashionAttrBeh.cs
New file @@ -0,0 +1,75 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using TableConfig; using System.Linq; namespace Snxxz.UI { public class FashionAttrBeh : MonoBehaviour { [SerializeField] Text titleText; [SerializeField] Text starDesText; [SerializeField] List<Text> attrlist = new List<Text>(); ItemTipsModel tipsModel { get { return ModelCenter.Instance.GetModel<ItemTipsModel>(); } } public void SetDisplay(int star,int curStar) { int minStar = 1; int maxStar = 3; if(star == curStar && curStar < maxStar) { titleText.text = StringUtility.Contact("当前效果(该件时装最多可升至",maxStar,"星)"); } else if(star == curStar && curStar >= maxStar) { titleText.text = StringUtility.Contact("已升至最高级"); } else { titleText.text = StringUtility.Contact(star,"星效果"); } if (star == curStar) { starDesText.text = StringUtility.Contact("升至",minStar, "星时获得属性(已获得)"); } else { starDesText.text = StringUtility.Contact("升至", minStar, "星时获得属性"); } Dictionary<int, int> attrDict = null; List<int> attrIds = attrDict.Keys.ToList(); for(int i = 0; i < attrlist.Count; i++) { var attrText = attrlist[i]; if(i < attrIds.Count) { attrText.gameObject.SetActive(true); int attrId = attrIds[i]; int attrValue = attrDict[attrId]; var attrConfig = Config.Instance.Get<PlayerPropertyConfig>(attrId); string attrSB = string.Empty; if(attrConfig.Name.Contains("%s")) { attrSB = attrConfig.Name.Replace("%s",tipsModel.GetProValueTypeStr(attrConfig,attrValue)); } else { attrSB = StringUtility.Contact(attrConfig.Name,"+", tipsModel.GetProValueTypeStr(attrConfig, attrValue)); } attrText.text = attrSB; } else { attrText.gameObject.SetActive(false); } } } } } System/FashionDress/FashionAttrBeh.cs.meta
New file @@ -0,0 +1,12 @@ fileFormatVersion: 2 guid: b55bd88d7eff9ea4a813eb57ec06698d timeCreated: 1546831641 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: System/FashionDress/FashionDetailsWin.cs
@@ -1,10 +1,28 @@ using UnityEngine; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using TableConfig; using System.Collections; namespace Snxxz.UI { public class FashionDetailsWin : Window { [SerializeField] GameObject container; [SerializeField] CanvasGroup alpha; [Header("顶部UI")] [SerializeField] Text nameText; [SerializeField] Text fashionPartText; [SerializeField] Text jobText; [SerializeField] CommonItemBaisc itemBaisc; [Header("中间UI")] [SerializeField] GameObject midPartObj; [SerializeField] List<FashionAttrBeh> fashionAttrs = new List<FashionAttrBeh>(); [Header("底部UI")] [SerializeField] GameObject bottomPartObj; [SerializeField] Text resourceText; ItemConfig itemConfig = null; #region Built-in protected override void BindController() { @@ -16,7 +34,12 @@ } protected override void OnPreOpen() { SetDisplay(); } protected override void OnActived() { base.OnActived(); StartCoroutine(DelayShow()); } protected override void OnAfterOpen() { @@ -34,5 +57,65 @@ } #endregion private void SetDisplay() { container.SetActive(false); alpha.alpha = 0; itemConfig = Config.Instance.Get<ItemConfig>(1); SetTopUI(); SetMidUI(); SetBotttomUI(); } private void SetTopUI() { if (itemConfig == null) return; nameText.text = itemConfig.ItemName; nameText.color = UIHelper.GetUIColor(itemConfig.ItemColor); fashionPartText.text = itemConfig.ItemTypeName; ItemCellModel cellModel = new ItemCellModel(itemConfig.ID); itemBaisc.Init(cellModel); } private void SetMidUI() { //midPartObj.SetActive(true); } private void SetBotttomUI() { if (itemConfig == null) return; //bottomPartObj.SetActive(true); resourceText.text = itemConfig.Description; } IEnumerator DelayShow() { yield return null; container.SetActive(true); StartCoroutine(DelayAlpha()); } IEnumerator DelayShowMid() { yield return null; midPartObj.SetActive(true); StartCoroutine(DelayShowBottom()); } IEnumerator DelayShowBottom() { yield return null; bottomPartObj.SetActive(true); StartCoroutine(DelayAlpha()); } IEnumerator DelayAlpha() { yield return null; alpha.alpha = 1; } } }