using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; /// /// 武将阵型激活界面 /// public class HeroFormationWin : UIBase { [SerializeField] Button closeBtn; [SerializeField] ScrollerController scroller; [SerializeField] Text totalAttrText; protected override void InitComponent() { closeBtn.AddListener(CloseWindow); } protected override void OnPreOpen() { scroller.OnRefreshCell += OnRefreshCell; CreateScroller(); Int2 result = HeroUIManager.Instance.GetMaxCountHeroCountry(HeroUIManager.Instance.selectTeamType, true); var config = HeroLineupHaloConfig.GetConfig(result.x, result.y); if (config == null) { totalAttrText.text = ""; } else { string lineText = string.Empty; for (int i = 0; i < config.AttrIDList.Length; i++) { string format = "{0}+" + UIHelper.AppendColor(TextColType.Green, "{1}"); lineText += " " + PlayerPropertyConfig.GetFullDescription(config.AttrIDList[i], config.AttrValueList[i], format); } totalAttrText.text = Language.Get("herocard36") + lineText.Trim(); } } protected override void OnPreClose() { scroller.OnRefreshCell -= OnRefreshCell; } void OnRefreshCell(ScrollerDataType type, CellView cell) { var _cell = cell as HeroFormationCell; _cell.Display(cell.index); } void CreateScroller() { scroller.Refresh(); for (int i = 0; i < 4; i++) { scroller.AddCell(ScrollerDataType.Header, i); } scroller.Restart(); } }