public void SelectItem(EM_SORT_COMMON_ITEM type) { item.Clear(); curType = type; switch (type) { case EM_SORT_COMMON_ITEM.EM_SORT_COMMON_ITEM_ALL: item = ObjectSelf.GetInstance().CommonItemContainer.SortCommonItemByType(EM_SORT_COMMON_ITEM.EM_SORT_COMMON_ITEM_ALL); ReloadItem(); break; case EM_SORT_COMMON_ITEM.EM_SORT_COMMON_ITEM_CONSUME: //也不知道策划发什么神经 非要消耗品和礼包都显示在消耗品呢 傻缺呢? List <BaseItem> itemTemp = ObjectSelf.GetInstance().CommonItemContainer.SortCommonItemByType(EM_SORT_COMMON_ITEM.EM_SORT_COMMON_ITEM_CONSUME); item = ObjectSelf.GetInstance().CommonItemContainer.SortCommonItemByType(EM_SORT_COMMON_ITEM.EM_SORT_COMMON_ITEM_GIFT); item.AddRange(itemTemp); ReloadItem(); break; case EM_SORT_COMMON_ITEM.EM_SORT_COMMON_ITEM_MATERIAL: item = ObjectSelf.GetInstance().CommonItemContainer.SortCommonItemByType(EM_SORT_COMMON_ITEM.EM_SORT_COMMON_ITEM_MATERIAL); ReloadItem(); break; case EM_SORT_COMMON_ITEM.EM_SORT_COMMON_ITEM_FRAGMENT: item = ObjectSelf.GetInstance().CommonItemContainer.SortCommonItemByType(EM_SORT_COMMON_ITEM.EM_SORT_COMMON_ITEM_FRAGMENT); ReloadItem(); break; default: break; } if (item.Count <= 0) { UI_Bag._instance.SetShowHideNullItemTip(true); } else { UI_Bag._instance.SetShowHideNullItemTip(false); } }
/// <summary> /// 对道具类物品进行筛选排序。 /// </summary> /// <param name="nType">排序类型</param> /// <returns>返回排序后的列表</returns> public List <BaseItem> SortCommonItemByType(EM_SORT_COMMON_ITEM nType) { List <BaseItem> _list = new List <BaseItem>(); _list.Clear(); switch (nType) { case EM_SORT_COMMON_ITEM.EM_SORT_COMMON_ITEM_ALL: { List <BaseItem> _consumeList = ReturnItemType((int)EM_BAG_HASHTABLE_TYPE.EM_BAG_HASHTABLE_TYPE_COMMON, EM_ITEM_TYPE.EM_ITEM_TYPE_CONSUME); _consumeList.Sort(new ItemComparer()); List <BaseItem> _giftList = ReturnItemType((int)EM_BAG_HASHTABLE_TYPE.EM_BAG_HASHTABLE_TYPE_COMMON, EM_ITEM_TYPE.EM_ITEM_TYPE_GIFT); _giftList.Sort(new ItemComparer()); List <BaseItem> _materialList = ReturnItemType((int)EM_BAG_HASHTABLE_TYPE.EM_BAG_HASHTABLE_TYPE_COMMON, EM_ITEM_TYPE.EM_ITEM_TYPE_MATERIAL); _materialList.Sort(new ItemComparer()); List <BaseItem> _fragmentlList = ReturnItemType((int)EM_BAG_HASHTABLE_TYPE.EM_BAG_HASHTABLE_TYPE_COMMON, EM_ITEM_TYPE.EM_ITEM_TYPE_FRAGMENT); _fragmentlList.Sort(new ItemComparer()); for (int i = 0; i < _consumeList.Count; ++i) { _list.Add(_consumeList[i]); } for (int i = 0; i < _giftList.Count; ++i) { _list.Add(_giftList[i]); } for (int i = 0; i < _materialList.Count; ++i) { _list.Add(_materialList[i]); } for (int i = 0; i < _fragmentlList.Count; ++i) { _list.Add(_fragmentlList[i]); } } break; case EM_SORT_COMMON_ITEM.EM_SORT_COMMON_ITEM_CONSUME: { List <BaseItem> _consumeList = ReturnItemType((int)EM_BAG_HASHTABLE_TYPE.EM_BAG_HASHTABLE_TYPE_COMMON, EM_ITEM_TYPE.EM_ITEM_TYPE_CONSUME); _consumeList.Sort(new ItemComparer()); for (int i = 0; i < _consumeList.Count; ++i) { _list.Add(_consumeList[i]); } } break; case EM_SORT_COMMON_ITEM.EM_SORT_COMMON_ITEM_GIFT: { List <BaseItem> _giftList = ReturnItemType((int)EM_BAG_HASHTABLE_TYPE.EM_BAG_HASHTABLE_TYPE_COMMON, EM_ITEM_TYPE.EM_ITEM_TYPE_GIFT); _giftList.Sort(new ItemComparer()); for (int i = 0; i < _giftList.Count; ++i) { _list.Add(_giftList[i]); } } break; case EM_SORT_COMMON_ITEM.EM_SORT_COMMON_ITEM_MATERIAL: { List <BaseItem> _materialList = ReturnItemType((int)EM_BAG_HASHTABLE_TYPE.EM_BAG_HASHTABLE_TYPE_COMMON, EM_ITEM_TYPE.EM_ITEM_TYPE_MATERIAL); _materialList.Sort(new ItemComparer()); for (int i = 0; i < _materialList.Count; ++i) { _list.Add(_materialList[i]); } } break; case EM_SORT_COMMON_ITEM.EM_SORT_COMMON_ITEM_FRAGMENT: List <BaseItem> _fragmentList = ReturnItemType((int)EM_BAG_HASHTABLE_TYPE.EM_BAG_HASHTABLE_TYPE_COMMON, EM_ITEM_TYPE.EM_ITEM_TYPE_FRAGMENT); _fragmentList.Sort(new ItemComparer()); for (int i = 0; i < _fragmentList.Count; ++i) { _list.Add(_fragmentList[i]); } break; } return(_list); }