UI_HeroStarComponment.cs 4.0 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. using UnityEngine.UI;
  4. using System.Collections.Generic;
  5. /// <summary>
  6. /// 英雄星级组件
  7. /// </summary>
  8. public class UI_HeroStarComponment : MonoBehaviour
  9. {
  10. /// <summary>
  11. /// 模型
  12. /// </summary>
  13. private GameObject mPrefab = null;
  14. /// <summary>
  15. /// 当前星星数
  16. /// </summary>
  17. private int _curStarNum = -1;
  18. /// <summary>
  19. /// 设置
  20. /// </summary>
  21. public int StarNum
  22. {
  23. get
  24. {
  25. return _curStarNum;
  26. }
  27. set
  28. {
  29. if (_curStarNum != value)
  30. {
  31. _curStarNum = value;
  32. onStarNumChanged();
  33. }
  34. }
  35. }
  36. /// <summary>
  37. ///
  38. /// </summary>
  39. public bool isShowAddStarAnimation { get; set; }
  40. /// <summary>
  41. /// 星星对象集合
  42. /// </summary>
  43. private List<GameObject> elements = new List<GameObject>();
  44. /// <summary>
  45. /// 显示星星啦啦啦
  46. /// </summary>
  47. private void onStarNumChanged()
  48. {
  49. if (mPrefab == null)
  50. {
  51. mPrefab = this.transform.Find("prefab").gameObject;
  52. mPrefab.GetComponent<LayoutElement>().ignoreLayout = true;
  53. mPrefab.SetActive(false);
  54. }
  55. ////Transform[] all = this.gameObject.GetComponentsInChildren<Transform>(true);
  56. elements.Clear();
  57. for (int i = 0; i < this.transform.childCount; i++)
  58. {
  59. Transform rc = this.transform.GetChild(i);
  60. if (rc.name == "prefab" || rc.name == "star")
  61. {
  62. continue;
  63. }
  64. elements.Add(rc.gameObject);
  65. }
  66. ////foreach (Transform rc in all)
  67. ////{
  68. //// if (rc.name == "prefab" || rc.name == "star")
  69. //// {
  70. //// continue;
  71. //// }
  72. //// elements.Add(rc.gameObject);
  73. ////}
  74. if (elements.Count >= StarNum)
  75. {
  76. for (int i = 0; i < elements.Count; i++)
  77. {
  78. GameObject card = elements[i];
  79. if (i < StarNum)
  80. {
  81. Animator ani = card.GetComponent<Animator>();
  82. if (ani != null)
  83. {
  84. ani.enabled = false;
  85. }
  86. ////已经有了,重新激活就行了
  87. card.GetComponent<LayoutElement>().ignoreLayout = false;
  88. card.SetActive(true);
  89. }
  90. else
  91. {
  92. card.GetComponent<LayoutElement>().ignoreLayout = true;
  93. card.SetActive(false);
  94. }
  95. }
  96. }
  97. else
  98. {
  99. ////全部激活
  100. foreach (GameObject card in elements)
  101. {
  102. Animator ani = card.GetComponent<Animator>();
  103. if (ani != null)
  104. {
  105. ani.enabled = false;
  106. }
  107. card.GetComponent<LayoutElement>().ignoreLayout = false;
  108. card.SetActive(true);
  109. }
  110. for (int i = elements.Count; i < StarNum; i++)
  111. {
  112. ////创建新的
  113. GameObject card = (GameObject)Instantiate(mPrefab);
  114. card.name = i.ToString();
  115. card.transform.SetParent(this.transform);
  116. card.transform.localScale = Vector3.one;
  117. card.transform.localPosition = Vector3.zero;
  118. Animator ani = card.GetComponent<Animator>();
  119. if (isShowAddStarAnimation && ani != null)
  120. {
  121. ani.enabled = true;
  122. }
  123. else
  124. {
  125. if (ani != null)
  126. {
  127. ani.enabled = false;
  128. }
  129. }
  130. card.GetComponent<LayoutElement>().ignoreLayout = false;
  131. card.SetActive(true);
  132. }
  133. }
  134. }
  135. }