using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class MonsterPetItem : MonoBehaviour {
public static MonsterPetItem self;
public PetXmlData MonsterPetXmlVO;
public Image HeadImage;
public Image MaskImage;//怪物血量小于0,灰暗
public Text Text_Hp;
public Text Text_Attack;
public Text Text_Lv;
public int index;
void Awake()
{
self = this;
}
void OnEnable()
{
int id = Random.Range(1,8);
UpdateMonsterPetItemData(id);
}
void Update()
{
if (MonsterPetXmlVO.hp <= 0)
{
MaskImage.gameObject.SetActive(true);
}
}
public void UpdateMonsterPetItemData(int id)//给空的MonsterPetItem加载数据(Lv,Hp,ATK,Headimage)
{
PetXmlData data = ConfigManager.Instance.GetPetData(id);
MonsterPetXmlVO.hp = data.hp;
MonsterPetXmlVO.attack = data.attack;
MonsterPetXmlVO.level = data.level;
MonsterPetXmlVO.headImage = data.headImage;
MonsterPetXmlVO.probability = data.probability;
// int recordId = DataRecord.AddPet(MonsterPetXmlVO);
Text_Attack.text = MonsterPetXmlVO.attack.ToString();//攻击力
Text_Hp.text = MonsterPetXmlVO.hp.ToString();//血量
Text_Lv.text = MonsterPetXmlVO.level.ToString();//等级
HeadImage.sprite = Resources.Load<Sprite>("Images/" + MonsterPetXmlVO.headImage);//头像
GameFSM.self.m_monsterData.Add(MonsterPetXmlVO);
//GameFSM.self.monsterData.Add(MonsterPetXmlVO);
Fighting.self.MonsterPetItemList.Add(this);
Fighting.self.CatchPetData = data;
}
/*int i,*/
public void updateMonsterUI(/*int i,*/ int var)//方法二#work001#
{
//if (GameFSM.self.m_monsterData[i].hp < 0)//hp为负数时置为0
//{
// GameFSM.self.m_monsterData[i].hp = 0;
//}
//Text_Hp.text = GameFSM.self.m_monsterData[i].hp.ToString();//血量
//方法二#work001#
if (MonsterPetXmlVO.hp < 0)//hp为负数时置为0
{
MonsterPetXmlVO.hp = 0;
}
Text_Hp.text = MonsterPetXmlVO.hp.ToString();//血量
}
}
《组合变身小宠物游戏》MonsterPetItem(修改更新中)【初学者】
最新推荐文章于 2016-09-09 15:33:49 发布