UI_HeroStarComponment2.cs 3.7 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. using UnityEngine.UI;
  4. using System.Collections.Generic;
  5. /// <summary>
  6. /// 星星组件类型2
  7. /// 空心星星
  8. /// </summary>
  9. public class UI_HeroStarComponment2 : MonoBehaviour
  10. {
  11. /// <summary>
  12. /// 模型
  13. /// </summary>
  14. private GameObject mPrefab = null;
  15. /// <summary>
  16. /// 总数码
  17. /// </summary>
  18. private int _totalNum = -1;
  19. /// <summary>
  20. /// 当前激活数目
  21. /// </summary>
  22. private int _curNum = -1;
  23. /// <summary>
  24. /// 总数
  25. /// </summary>
  26. public int totalNum
  27. {
  28. get
  29. {
  30. return _totalNum;
  31. }
  32. set
  33. {
  34. if (_totalNum != value)
  35. {
  36. _totalNum = value;
  37. onTotalNumChanged();
  38. }
  39. }
  40. }
  41. /// <summary>
  42. /// 当前数
  43. /// </summary>
  44. public int curNum
  45. {
  46. get
  47. {
  48. return _curNum;
  49. }
  50. set
  51. {
  52. if (_curNum != value)
  53. {
  54. _curNum = value;
  55. onTotalNumChanged();
  56. }
  57. }
  58. }
  59. /// <summary>
  60. /// 节点列表
  61. /// </summary>
  62. private List<GameObject> elements = new List<GameObject>();
  63. /// <summary>
  64. /// 显示星星啦啦啦
  65. /// </summary>
  66. private void onTotalNumChanged()
  67. {
  68. if (mPrefab == null)
  69. {
  70. mPrefab = this.transform.Find("prefab").gameObject;
  71. mPrefab.GetComponent<LayoutElement>().ignoreLayout = true;
  72. mPrefab.SetActive(false);
  73. }
  74. elements.Clear();
  75. for (int i = 0; i < this.transform.childCount; i++)
  76. {
  77. GameObject temp = this.transform.GetChild(i).gameObject;
  78. if (temp.name == "prefab")
  79. {
  80. continue;
  81. }
  82. else
  83. {
  84. elements.Add(temp);
  85. }
  86. }
  87. if (elements.Count >= totalNum)
  88. {
  89. for (int i = 0; i < elements.Count; i++)
  90. {
  91. GameObject card = elements[i];
  92. if (i < totalNum)
  93. {
  94. ////已经有了,重新激活就行了
  95. card.GetComponent<LayoutElement>().ignoreLayout = false;
  96. card.SetActive(true);
  97. }
  98. else
  99. {
  100. card.GetComponent<LayoutElement>().ignoreLayout = true;
  101. card.SetActive(false);
  102. }
  103. }
  104. }
  105. else
  106. {
  107. ////全部激活
  108. foreach (GameObject card in elements)
  109. {
  110. card.GetComponent<LayoutElement>().ignoreLayout = false;
  111. card.SetActive(true);
  112. }
  113. for (int i = elements.Count; i < totalNum; i++)
  114. {
  115. ////创建新的
  116. GameObject card = (GameObject)Instantiate(mPrefab);
  117. card.name = i.ToString();
  118. card.transform.SetParent(this.transform);
  119. card.transform.localScale = Vector3.one;
  120. card.transform.localPosition = Vector3.zero;
  121. card.GetComponent<LayoutElement>().ignoreLayout = false;
  122. card.SetActive(true);
  123. elements.Add(card);
  124. }
  125. }
  126. for (int i = 0; i < totalNum; i++)
  127. {
  128. GameObject card = elements[i];
  129. GameObject selected = card.transform.Find("selected").gameObject;
  130. if (i < curNum)
  131. {
  132. selected.SetActive(true);
  133. }
  134. else
  135. {
  136. selected.SetActive(false);
  137. }
  138. }
  139. }
  140. }