HeroUITools.cs 5.2 KB

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  1. using System.Collections.Generic;
  2. using Fort23.Core;
  3. using Fort23.UTool;
  4. using GameLogic.Bag;
  5. using UnityEngine;
  6. using UnityEngine.UI;
  7. namespace Fort23.Mono
  8. {
  9. public static class HeroUITools
  10. {
  11. /// <summary>
  12. /// 更新对应职业的装备图标
  13. /// 该方法调用后,可以把装备了的职业装备, 显示到指定的UI(eqsUIObj)上
  14. /// </summary>
  15. /// <param name="zy">职业类型</param>
  16. /// <param name="eqsUIObj">装备的icon</param>
  17. public static async void UpdateZyEqIcon(int zy, List<object> eqsUIObj, int space = 12)
  18. {
  19. foreach (GameObject eqGo in eqsUIObj)
  20. {
  21. WidgetItem eqItem = await UIManager.Instance.
  22. CreateGComponentForObject<WidgetItem>(eqGo,
  23. null, root:eqGo.transform.parent.GetComponent<RectTransform>());
  24. // LogTool.Log(eqGo + "设置");
  25. eqItem.SetEmpty();
  26. }
  27. if (PlayerManager.Instance.eqController.zyEqDic.TryGetValue(zy, out Dictionary<int ,List<ItemInfo>> bwDic))
  28. {
  29. foreach (KeyValuePair<int,List<ItemInfo>> keyValuePair in bwDic)
  30. {
  31. //遍历每个部位下的全部装备
  32. foreach (ItemInfo eqInfo in keyValuePair.Value)
  33. {
  34. if (eqInfo.eqInfo.isEquip)
  35. {
  36. //这里是取部位,eqsUIObj里面的部位,是有序排列的
  37. GameObject eqGo = eqsUIObj[keyValuePair.Key - 1] as GameObject;
  38. WidgetItem eqItem = await UIManager.Instance.
  39. CreateGComponentForObject<WidgetItem>(eqGo, null, root:eqGo.transform.parent.GetComponent<RectTransform>());
  40. eqItem.InitWidget(eqInfo);
  41. }
  42. }
  43. }
  44. }
  45. SimpleLayout.Layout(eqsUIObj, LayoutType.Horizontal, space);
  46. }
  47. public static string GetEquipmentIconName(ItemInfo eqItem)
  48. {
  49. int q = 1;
  50. if (eqItem.eqInfo.quality > 3 && eqItem.eqInfo.quality <= 4)
  51. {
  52. q = 2;
  53. }
  54. else if (eqItem.eqInfo.quality > 4)
  55. {
  56. q = 3;
  57. }
  58. string eqIcon = "icon_eq_" +
  59. eqItem.eqInfo.basicEquipConfig.profession + "_" +
  60. eqItem.eqInfo.basicEquipConfig.Type + "_" +
  61. q;
  62. // switch (eqItem.eqInfo.basicEquipConfig.profession)
  63. return eqIcon;
  64. }
  65. /// <summary>
  66. /// 根据星级,显示不同的数量的星星和样子
  67. /// </summary>
  68. /// <param name="stars"></param>
  69. /// <param name="starGrade"></param>
  70. public static void SetStarShow(List<object> stars, int starGrade)
  71. {
  72. // 最大星级展示个数(6星,只显示一颗星星,换颜色)
  73. int maxShowStar = 5;
  74. // 计算 当前星级 应该用什么星星的表现
  75. int group = (starGrade - 1) / maxShowStar;
  76. int i = 1;
  77. int showCount = (starGrade - 1) % maxShowStar + 1;
  78. foreach (GameObject star in stars)
  79. {
  80. SetStarImg(group, star);
  81. // 根据星级显示星星
  82. if (showCount >= i)
  83. {
  84. star.SetActive(true);
  85. }
  86. else
  87. {
  88. star.SetActive(false);
  89. }
  90. i++;
  91. }
  92. SimpleLayout.Layout(stars, LayoutType.Horizontal);
  93. }
  94. private static void SetStarImg(int group, GameObject starObj)
  95. {
  96. MyImage image = starObj.GetComponent<MyImage>();
  97. // 执行对应的逻辑 (0)GradeIcon_Star_s_Yellow (1)GradeIcon_Star_s_Premium
  98. switch (group)
  99. {
  100. case 0: // n = 1~5
  101. image.icon_name = "dec_star";
  102. break;
  103. case 1: // n = 6~10
  104. image.icon_name = "dec_star_2";
  105. break;
  106. default: // 其他情况
  107. LogTool.Error("超出设计表现");
  108. //image.icon_name = "dec_star";
  109. break;
  110. }
  111. }
  112. /// <summary>
  113. /// 修改指定 GameObject 和其所有子对象的 Layer
  114. /// </summary>
  115. /// <param name="obj">目标 GameObject</param>
  116. /// <param name="newLayer">新的 Layer 值</param>
  117. public static void ChangeLayerRecursively(GameObject obj, int newLayer)
  118. {
  119. if (obj == null || obj.layer == newLayer) return;
  120. // 修改当前对象的 Layer
  121. obj.layer = newLayer;
  122. // 遍历所有子对象,递归修改
  123. foreach (Transform child in obj.transform)
  124. {
  125. ChangeLayerRecursively(child.gameObject, newLayer);
  126. }
  127. }
  128. }
  129. }