@@ -14,7 +14,6 @@ UI::UI()
1414 ui_system_->setPosition (300 , 0 );
1515 addChild (ui_status_);
1616
17- // 貌似这里不能直接调用其他单例,静态量的创建顺序不确定
1817 button_status_ = std::make_shared<Button>();
1918 button_status_->setTexture (" title" , 122 );
2019 button_item_ = std::make_shared<Button>();
@@ -28,7 +27,9 @@ UI::UI()
2827 addChild (heads_);
2928 for (int i = 0 ; i < TEAMMATE_COUNT; i++)
3029 {
31- heads_->addChild (std::make_shared<Head>(), 20 , 60 + i * 90 );
30+ auto h = std::make_shared<Head>();
31+ heads_->addChild (h, 20 , 60 + i * 90 );
32+ ui_status_->getMenu ()->addChild (h);
3233 }
3334 heads_->getChild (0 )->setState (NodePass);
3435 // addChild(heads_);
@@ -56,6 +57,7 @@ void UI::dealEvent(BP_Event& e)
5657 std::shared_ptr<Head> head = std::dynamic_pointer_cast<Head>(heads_->getChild (i));
5758 auto role = Save::getInstance ()->getTeamMate (i);
5859 head->setRole (role);
60+ head->setVisible (role != nullptr );
5961 if (role == nullptr )
6062 {
6163 continue ;
@@ -88,7 +90,7 @@ void UI::dealEvent(BP_Event& e)
8890 // 这里设定当前头像为Pass,令其不变暗,因为检测事件是先检测子节点,所以这里可以生效
8991 if (childs_[0 ] == ui_status_)
9092 {
91- heads_->getChild (current_head_)->setState (NodePass);
93+ // heads_->getChild(current_head_)->setState(NodePass);
9294 }
9395 childs_[current_button_]->setState (NodePass);
9496
@@ -154,10 +156,12 @@ void UI::dealEvent(BP_Event& e)
154156 {
155157 heads_->setDealEvent (1 );
156158 heads_->setUDStyle (1 );
159+ heads_->setVisible (false );
157160 }
158161 else
159162 {
160163 heads_->setDealEvent (0 );
164+ heads_->setVisible (true );
161165 }
162166}
163167
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