using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class HeroCountryComponent : MonoBehaviour { [SerializeField] Button countryOnBtn; [SerializeField] Image countryOnImg; //上阵阵型激活国家 [SerializeField] UIEffectPlayer countryEffect; [SerializeField] List OnCountImgs; //上阵数量激活 List teamHeroes; void Awake() { countryOnBtn.AddListener(() => { HeroUIManager.Instance.isCustonHeroFormation = true; HeroUIManager.Instance.custonTeamHeroes = teamHeroes; UIManager.Instance.OpenWindow(); }); } //上阵武将国家光环激活 public void RefreshOnTeamCountry(List teamHeroes, bool playEffect = false) { this.teamHeroes = teamHeroes; Int2 result = HeroUIManager.Instance.GetMaxCountHeroCountry(teamHeroes); var config = HeroLineupHaloConfig.GetConfig(result.x, result.y); if (config == null) { countryOnImg.SetSprite("heroTeamCountry0"); for (int i = 0; i < OnCountImgs.Count; i++) { OnCountImgs[i].SetActive(false); } } else { countryOnImg.SetSprite("heroTeamCountry" + result.x); for (int i = 0; i < OnCountImgs.Count; i++) { if (i < result.y) { OnCountImgs[i].SetActive(true); OnCountImgs[i].SetSprite("heroTeamCountryPoint" + result.x); } else { OnCountImgs[i].SetActive(false); } } if (playEffect) countryEffect.Play(); } } }