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); } }