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- using UnityEngine;
- using System.Collections;
- using UnityEngine.UI;
- using System.Collections.Generic;
- /// <summary>
- /// 星星组件类型2
- /// 空心星星
- /// </summary>
- public class UI_HeroStarComponment2 : MonoBehaviour
- {
- /// <summary>
- /// 模型
- /// </summary>
- private GameObject mPrefab = null;
- /// <summary>
- /// 总数码
- /// </summary>
- private int _totalNum = -1;
- /// <summary>
- /// 当前激活数目
- /// </summary>
- private int _curNum = -1;
- /// <summary>
- /// 总数
- /// </summary>
- public int totalNum
- {
- get
- {
- return _totalNum;
- }
- set
- {
- if (_totalNum != value)
- {
- _totalNum = value;
- onTotalNumChanged();
- }
- }
- }
- /// <summary>
- /// 当前数
- /// </summary>
- public int curNum
- {
- get
- {
- return _curNum;
- }
- set
- {
- if (_curNum != value)
- {
- _curNum = value;
- onTotalNumChanged();
- }
- }
- }
- /// <summary>
- /// 节点列表
- /// </summary>
- private List<GameObject> elements = new List<GameObject>();
-
- /// <summary>
- /// 显示星星啦啦啦
- /// </summary>
- private void onTotalNumChanged()
- {
- if (mPrefab == null)
- {
- mPrefab = this.transform.Find("prefab").gameObject;
- mPrefab.GetComponent<LayoutElement>().ignoreLayout = true;
- mPrefab.SetActive(false);
- }
- elements.Clear();
- for (int i = 0; i < this.transform.childCount; i++)
- {
- GameObject temp = this.transform.GetChild(i).gameObject;
- if (temp.name == "prefab")
- {
- continue;
- }
- else
- {
- elements.Add(temp);
- }
- }
- if (elements.Count >= totalNum)
- {
- for (int i = 0; i < elements.Count; i++)
- {
- GameObject card = elements[i];
-
- if (i < totalNum)
- {
- ////已经有了,重新激活就行了
- card.GetComponent<LayoutElement>().ignoreLayout = false;
- card.SetActive(true);
- }
- else
- {
- card.GetComponent<LayoutElement>().ignoreLayout = true;
- card.SetActive(false);
- }
- }
- }
- else
- {
- ////全部激活
- foreach (GameObject card in elements)
- {
- card.GetComponent<LayoutElement>().ignoreLayout = false;
- card.SetActive(true);
- }
- for (int i = elements.Count; i < totalNum; i++)
- {
- ////创建新的
- GameObject card = (GameObject)Instantiate(mPrefab);
- card.name = i.ToString();
- card.transform.SetParent(this.transform);
- card.transform.localScale = Vector3.one;
- card.transform.localPosition = Vector3.zero;
-
- card.GetComponent<LayoutElement>().ignoreLayout = false;
- card.SetActive(true);
- elements.Add(card);
- }
- }
- for (int i = 0; i < totalNum; i++)
- {
- GameObject card = elements[i];
- GameObject selected = card.transform.Find("selected").gameObject;
- if (i < curNum)
- {
- selected.SetActive(true);
- }
- else
- {
- selected.SetActive(false);
- }
- }
- }
- }
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