using UnityEngine;
using UnityEngine.UI;
//羁绊中的武将
public class HeroConnectionHeadCell : MonoBehaviour
{
[SerializeField] Image qualityImg;
[SerializeField] ImageEx heroIcon;
[SerializeField] Text nameText;
[SerializeField] Image connMarkImg; //链接的锁图标,第一个不显示
///
///
///
///
/// 只是为了让第一个不显示锁图标用
/// 是否按收集显示置灰状态
/// 指定皮肤
public void Display(int heroID, int index, bool showCollect = false, int _skinID = 0)
{
int skinID = 0;
HeroConfig heroConfig = HeroConfig.Get(heroID);
if (_skinID != 0)
{
skinID = _skinID;
}
else
{
skinID = heroConfig.SkinIDList[0]; //默认第一个图鉴展示
}
nameText.text = heroConfig.Name;
qualityImg.SetSprite("heroheadBG" + heroConfig.Quality);
var sprite = UILoader.LoadSprite("HeroHead", HeroSkinConfig.Get(skinID).SquareIcon);
if (sprite == null)
{
// 内网未配置时
heroIcon.SetSprite("herohead_default");
}
else
{
heroIcon.overrideSprite = sprite;
}
if (showCollect)
{
//未获得武将要置灰
heroIcon.gray = !HeroManager.Instance.HasHero(heroID);
}
connMarkImg.SetActive(index != 0);
}
}