void Start()
    {
        dialogueWithGroundskeeperScript = Groundskeeper.GetComponent <DialogueWithGroundskeeper>();
        dialogueWithVanessaScript       = Vanessa.GetComponent <DialogueWithVanessa>();

        lockedWithNPC           = false;
        UhhhhMaybeYouShouldWait = FMODUnity.RuntimeManager.CreateInstance("event:/Dialogue/Player/UhhhhMaybeYouShouldWait");
        turulSFXScript          = turul.GetComponent <PlayTurulSFX>();
        TurulSingleSquawk       = FMODUnity.RuntimeManager.CreateInstance("event:/SFX/TurulSquawk");
        LockComment             = FMODUnity.RuntimeManager.CreateInstance("event:/Monologue/LockComment");
        StillMausoleumComment   = FMODUnity.RuntimeManager.CreateInstance("event:/Monologue/StillMausoleumComment");
        StillClockComment       = FMODUnity.RuntimeManager.CreateInstance("event:/Monologue/StillClockComment");
        BlankGraveComment       = FMODUnity.RuntimeManager.CreateInstance("event:/Monologue/GraveWithoutWordsComment");
        TreeOfLifeComment       = FMODUnity.RuntimeManager.CreateInstance("event:/Monologue/TreeOfLife");
        BangingMausoleumComment = FMODUnity.RuntimeManager.CreateInstance("event:/Monologue/BangingMausoleumComment");
        CreepyClockComment      = FMODUnity.RuntimeManager.CreateInstance("event:/Monologue/CreepyClockComment");
        FilledInGravesComment   = FMODUnity.RuntimeManager.CreateInstance("event:/Monologue/FilledInGravesComment");
        IgnoreTheGhostComment   = FMODUnity.RuntimeManager.CreateInstance("event:/Monologue/IgnoreTheGhostComment");

        obtainLighterFromCharlieComment = FMODUnity.RuntimeManager.CreateInstance("event:/Dialogue/Player/ObtainLighterComment");
        obtainFanFromVanessaComment     = FMODUnity.RuntimeManager.CreateInstance("event:/Dialogue/Player/ObtainFanComment");


        IHaveAShovel = FMODUnity.RuntimeManager.CreateInstance("event:/ItemInteractions/IHaveAShovel");

        lightScript     = lights.GetComponent <ProgressiveLights>();
        gateCloseScript = bathroomCutsceneHolder.GetComponent <TriggerGateClose>();

        waterBottleSlotSelectItemScript = waterBottleSlot.GetComponent <SelectItem>();
        inventoryScript = GetComponent <Inventory>();

        inventoryItemManagerScript = InventoryCanvas.GetComponent <InventoryItemManager>();

        LeaveForintOnTheGround = FMODUnity.RuntimeManager.CreateInstance("event:/Monologue/LeaveForintOnTheGround");
    }
 /// <summary>
 /// 全部合成完毕
 /// </summary>
 public void CraftingAllOK()
 {
     Debug.Log("减少材料数或者销毁");
     for (int i = 0; i < slotList.Count; i++)
     {
         //找到面板中的材料
         Transform materialTransform = slotList[i].transform.Find("InventoryItem");
         if (materialTransform != null)
         {
             InventoryItemManager iim = materialTransform.GetComponent <InventoryItemManager>();
             //如果材料数本身就是1
             if (iim.ItemNum == MinMaterialNum)
             {
                 Debug.Log("材料销毁");
                 //销毁
                 Destroy(iim.gameObject);
                 craftingCraft.NorCraft();
             }
             else
             {
                 Debug.Log("材料-1");
                 iim.ItemNum -= MinMaterialNum;
             }
         }
     }
     MinMaterialNum = 999999;
     Debug.Log("全部合成完毕更新最小材料数:" + MinMaterialNum);
     StartCoroutine("CraftingOKMaterialsBackInventory");
 }
Beispiel #3
0
    /// <summary>
    /// 单个合成点击
    /// </summary>
    private void CraftClick()
    {
        SendMessageUpwards("CalcMinMaterial");
        Debug.Log("单个合成");
        GameObject go = Instantiate <GameObject>(newItem);

        //设置父物体
        go.transform.SetParent(goodItem_Transform);
        //查找组件,预制体上面有了
        InventoryItemManager iim = go.GetComponent <InventoryItemManager>();

        //设置初始值
        iim.SetItemValue(tempSpriteName, tempId, 1, 1);
        //重置位置
        go.GetComponent <RectTransform>().localPosition = Vector3.zero;
        //重置大小
        iim.ResetSpriteSize(go.GetComponent <RectTransform>(), 110, 110);
        //不在背包里
        iim.IsInventory = false;
        //变为普通按钮
        //NorCraft();
        //结果槽显示数量
        CraftResultNum();
        Debug.Log("结果槽里面" + go.GetComponent <InventoryItemManager>().ToString());
        //向C层发送消息
        SendMessageUpwards("CraftingOK");
    }
Beispiel #4
0
 public void RemoveItem(string name)
 {
     //remove item from inventory, making that spot empty
     for (int i = 0; i < inventoryList1.Count; i++)
     {
         if (inventoryList1[i].name == name)
         {
             InventoryItem temp;
             temp.item         = inventoryList1[i].item;
             temp.empty        = true;
             temp.name         = "Empty";
             inventoryList1[i] = temp;
             InventoryItemManager itemManager = temp.item.GetComponent <InventoryItemManager>();
             itemManager.SetText("Empty");
             //TODO: change image displayed
             return;
         }
     }
     for (int i = 0; i < inventoryList2.Count; i++)
     {
         if (inventoryList2[i].name == name)
         {
             InventoryItem temp;
             temp.item         = inventoryList2[i].item;
             temp.empty        = true;
             temp.name         = "Empty";
             inventoryList2[i] = temp;
             InventoryItemManager itemManager = temp.item.GetComponent <InventoryItemManager>();
             itemManager.SetText("Empty");
             //TODO: change image displayed
             return;
         }
     }
     Debug.Log("Item not found");
 }
Beispiel #5
0
 /// <summary>
 /// 全部合成点击
 /// </summary>
 private void CraftAllClick()
 {
     SendMessageUpwards("CalcMinMaterial");
     Debug.Log("全部合成");
     Debug.Log("最小数是:" + min);
     for (int i = 0; i < min; i++)
     {
         GameObject go = Instantiate <GameObject>(newItem);
         //设置父物体
         go.transform.SetParent(goodItem_Transform);
         //查找组件,预制体上面有了
         InventoryItemManager iim = go.GetComponent <InventoryItemManager>();
         //设置初始值
         iim.SetItemValue(tempSpriteName, tempId, 1, 1);
         //重置位置
         go.GetComponent <RectTransform>().localPosition = Vector3.zero;
         //重置大小
         iim.ResetSpriteSize(go.GetComponent <RectTransform>(), 110, 110);
         //不在背包里
         iim.IsInventory = false;
     }
     //结果槽显示数量
     CraftResultNum();
     //向C层发送消息
     SendMessageUpwards("CraftingAllOK");
 }
Beispiel #6
0
 public void AddItem(string name)
 {
     //add item to inventory in empty spot
     for (int i = 0; i < inventoryList1.Count; i++)
     {
         if (inventoryList1[i].empty)
         {
             InventoryItem temp;
             temp.item         = inventoryList1[i].item;
             temp.empty        = false;
             temp.name         = name;
             inventoryList1[i] = temp;
             InventoryItemManager itemManager = temp.item.GetComponent <InventoryItemManager>();
             itemManager.SetText(name);
             //TODO: change image displayed
             return;
         }
     }
     for (int i = 0; i < inventoryList2.Count; i++)
     {
         if (inventoryList2[i].empty)
         {
             InventoryItem temp;
             temp.item         = inventoryList2[i].item;
             temp.empty        = false;
             temp.name         = name;
             inventoryList2[i] = temp;
             InventoryItemManager itemManager = temp.item.GetComponent <InventoryItemManager>();
             itemManager.SetText(name);
             //TODO: change image displayed
             return;
         }
     }
     Debug.Log("Inventory full");
 }
    /// <summary>
    /// 创建所有的Item
    /// </summary>
    private void CreateAllItem()
    {
        List <InventoryItem> jsonItemList = inventoryPanelModel.GetJsonByName("InventoryJsonData");

        for (int i = 0; i < jsonItemList.Count; i++)
        {
            GameObject item = Instantiate(inventoryPanelView.InventoryItem, slotList[i].transform);
            itemList.Add(item);
            InventoryItemManager manager = item.GetComponent <InventoryItemManager>();
            manager.SetItemValue(jsonItemList[i].ItemName, jsonItemList[i].ItemId, jsonItemList[i].ItemNum, jsonItemList[i].ItemBar);
        }
    }
    /// <summary>
    /// 更新Json文件数据
    /// </summary>
    private void UpdataJsonData()
    {
        List <InventoryItem> iiList = new List <InventoryItem>();

        for (int i = 0; i < slotList.Count; i++)
        {
            //当前背包槽里有物品
            if (slotList[i].transform.Find("InventoryItem") != null)
            {
                InventoryItemManager iim = slotList[i].transform.Find("InventoryItem").GetComponent <InventoryItemManager>();
                InventoryItem        ii  = new InventoryItem(iim.ItemId, iim.ItemName, iim.ItemNum, iim.ItemBar);
                iiList.Add(ii);
            }
        }
        JsonTools.UpdateJsonFile <InventoryItem>(iiList, "InventoryJsonData");
    }
    ///// <summary>
    ///// 合成栏丢下背包栏中的ID相同的融合(明天要做的)  这个太垃圾了
    ///// </summary>
    //private void IdFuse(List<InventoryItemManager> tempList) {
    //    Debug.Log("合成栏丢下背包栏中的ID相同的融合");
    //    Debug.Log("tempList:" + tempList.Count);
    //    int index = 1;
    //    for (int i = 0; i < tempList.Count; i++)
    //    {
    //        //到底了(都判断完了)就返回
    //        if (index == tempList.Count) break;
    //        //如果这一个的ID和下一个的id相同
    //        if (tempList[i].ItemId == tempList[index].ItemId)
    //        {
    //            //调用合成方法
    //            tempList[i].MergeMaterials(tempList[index]);
    //        }
    //        index++;
    //    }

    //}


    /// <summary>
    /// 集合中的材料ID相同的融合到第一个
    /// </summary>
    public void IdFuse()
    {
        int index = 1;

        for (int i = 0; i < slotList.Count; i++)
        {
            //获得引用
            Transform itemTransform = slotList[i].transform.Find("InventoryItem");
            //如果这个槽有东西,就从这个槽往后开始循环整个背包找到Id相同(且没有耐久值)的然后融合在一起
            if (itemTransform != null)
            {
                Debug.Log(i);
                Debug.Log("第" + (i + 1) + "个槽有东西");

                for (int j = index; j < slotList.Count; j++)
                {
                    Debug.Log(j);
                    Debug.Log("从第" + (j + 1) + "个槽开始查找。");
                    if (index == slotList.Count)
                    {
                        Debug.Log("判断到最后一个槽了");
                        break;
                    }
                    //后面的槽有材料
                    if (slotList[j].transform.Find("InventoryItem") != null)
                    {
                        //前面的槽的引用
                        InventoryItemManager currentIIM = slotList[i].transform.Find("InventoryItem").GetComponent <InventoryItemManager>();
                        //后面的槽的引用
                        InventoryItemManager backIIM = slotList[j].transform.Find("InventoryItem").GetComponent <InventoryItemManager>();

                        //如果后面的槽跟前面的槽材料ID是一样的且二者的耐久度都不等于1(就是没有耐久度)
                        if (currentIIM.ItemId == backIIM.ItemId && currentIIM.ItemBar != 1 && backIIM.ItemBar != 1)
                        {
                            //调用合成方法,把后一位的数量累加到前一位身上
                            backIIM.MergeMaterials(currentIIM);
                            Debug.Log("找到ID相同的了,进行合成,当前总数" + currentIIM.ItemNum);
                        }
                    }
                }
            }
            //循环累加
            index++;
        }
    }
Beispiel #10
0
    /// <summary>
    /// 拆分材料
    /// </summary>
    private void BreakMaterials()
    {
        if (itemNum <= 1)
        {
            return;
        }
        if (isBreakIn)
        {
            return;
        }
        Debug.Log("拆分");

        isBreakIn = true;
        isBreak   = true;

        //复制一份出来
        GameObject           tempB = GameObject.Instantiate <GameObject>(gameObject);
        InventoryItemManager iim   = tempB.GetComponent <InventoryItemManager>();

        //获取复制出来的引用以防用户把分离的材质丢到不能接收的地方去
        breakMaterials = tempB.GetComponent <InventoryItemManager>();
        Debug.Log("复制出来的的isInventory标志位是:" + iim.IsInventory);

        //如果是在背包栏里拆分材料
        if (IsInventory)
        {
            //把复制出来的物品的InCrafting设置为否
            iim.InCrafting  = false;
            iim.IsInventory = true;
        }
        //如果是在合成栏里拆分材料
        if (inCrafting)
        {
            //把复制出来的物品的IsInventory设置为否,inCrafting设置为true
            iim.IsInventory = false;
            iim.InCrafting  = true;
        }
        //赋值出来的东西设置父物体
        tempB.transform.SetParent(selfParent);

        //计算拆分数量
        int TotleNum = itemNum;
        int tempNumB = TotleNum / 2;
        int tempNumA = TotleNum - tempNumB;

        //重新赋值
        iim.ItemNum = tempNumB;
        ItemNum     = tempNumA;
        //重置位置
        iim.m_RectTransform.localPosition = Vector3.zero;
        //重置ID
        iim.ItemId = ItemId;

        iim.IsDrag = false;


        //复制的物体重新接收射线
        tempB.GetComponent <CanvasGroup>().blocksRaycasts = true;
        Debug.Log("复制出来的" + tempB.GetComponent <InventoryItemManager>().ToString());
        Debug.Log("刚刚拖拽的" + ToString());
    }
Beispiel #11
0
 /// <summary>
 /// 合成材料
 /// </summary>
 /// <param name="target">传过来一个目标~~就是不用销毁的那个</param>
 public void MergeMaterials(InventoryItemManager target)
 {
     target.ItemNum += ItemNum;
     Destroy(gameObject);
 }
Beispiel #12
0
    /// <summary>
    /// 拖拽逻辑
    /// </summary>
    /// <param name="target">落点</param>
    private void DragCtrl(GameObject placement)
    {
        //拖拽到UI区域
        if (placement != null)
        {
            //输出拖拽物体落点的名字
            Debug.Log("落点的名字" + placement.name);
            #region   //落点在背包中的槽
            if (placement.tag == "InventorySlot")
            {
                //如果是空槽就放进去
                if (placement.transform.Find("InventoryItem") == null)
                {
                    //设置父物体
                    m_RectTransform.SetParent(placement.transform);
                    Debug.Log("父物体的名字" + placement.transform.name);
                    //重设雪碧图
                    ResetSpriteSize(m_RectTransform, 85, 85);
                    //在背包内
                    IsInventory = true;
                    //不在合成面板里
                    InCrafting = false;
                    isDrag     = false;                    //是否正在拖拽中,用来判断是否可以拆分材料
                    isBreak    = false;                    //是否是拆分的材料 以防拆分之后拖拽到不是能接收的次图标的区域然后消失。
                    isBreakIn  = false;                    //是否正在拆分中,如果是不允许二次拆分
                    Debug.Log("拖拽到背包中的空槽" + ToString());
                }
                //不是空槽就判断ID是否一样
                else
                {
                    //id一样(以防拖拽到边框不增加,因为边框和图标并不是一样大的.或者结果槽里的东西丢到背包栏里)
                    if (placement.transform.Find("InventoryItem").GetComponent <InventoryItemManager>().ItemId == ItemId)
                    {
                        //没有耐久度。
                        if (placement.transform.Find("InventoryItem").GetComponent <InventoryItemManager>().itemBar == 0 && itemBar == 0)
                        {
                            MergeMaterials(placement.transform.Find("InventoryItem").GetComponent <InventoryItemManager>());
                        }
                        //有耐久度。
                        else
                        {
                            //重新设置回父物体
                            m_RectTransform.SetParent(selfParent);
                        }
                    }
                    //ID不一样 直接返回
                    else
                    {
                        ReturnPosition();
                    }
                }
                //(安全校验)如果目标的有大于1个子物体的时候,就重新设置回父物体
                Debug.Log("这个背包槽有物体:" + placement.transform.GetComponentsInChildren <InventoryItemManager>().Length + "个");
                //id一样而且原本就有一个物品就叠加起来
                if (placement.transform.GetComponentsInChildren <InventoryItemManager>().Length > 1)  //在孩子中查找会包括自己身上的脚本
                {
                    //重新设置回父物体
                    m_RectTransform.SetParent(selfParent);
                }
            }

            #endregion

            #region //落点在合成栏内
            else if (placement.tag == "CraftingCenterSlot")
            {
                Debug.Log(placement.GetComponent <CraftingMapItemManager>().IsReceive);

                //如果拖到的位置是可以接收物品的
                if (placement.GetComponent <CraftingMapItemManager>().IsReceive)
                {
                    //如果拖拽的物品的ID和图谱槽中图片的id一样
                    if (ItemId == placement.GetComponent <CraftingMapItemManager>().ItemMapId)
                    {
                        //如果合成槽里面没有东西那么就可以放进去,如果有那就叠加
                        if (placement.transform.Find("InventoryItem") == null)
                        {
                            m_RectTransform.SetParent(placement.transform);
                            ResetSpriteSize(m_RectTransform, 70, 60);
                            //是否在背包内,用于判断是否可以互换位置
                            IsInventory = false;
                            //是否在合成面板中拆分材料
                            InCrafting = true;
                            //变成不是拆分的材料不然会出现漏洞
                            isBreak   = false;
                            isDrag    = false;                     //是否正在拖拽中,用来判断是否可以拆分材料
                            isBreakIn = false;                     //是否正在拆分中,如果是不允许二次拆分


                            Debug.Log("添加进来的材料数是:" + gameObject.GetComponent <InventoryItemManager>().ItemNum);
                        }
                        else
                        {
                            MergeMaterials(placement.transform.Find("InventoryItem").GetComponent <InventoryItemManager>());
                        }
                    }
                    else
                    {
                        ReturnPosition();
                    }

                    //(安全校验) 如果目标的有大于1个子物体的时候,就重新设置回父物体
                    Debug.Log("这个合成槽有物体:" + placement.transform.GetComponentsInChildren <InventoryItemManager>().Length + "个");
                    //id一样而且原本就有一个物品就叠加起来
                    if (placement.transform.GetComponentsInChildren <InventoryItemManager>().Length > 1)  //在孩子中查找会包括自己身上的脚本
                    {
                        m_RectTransform.SetParent(selfParent);
                    }
                }
                //合成栏中不能接收材料的地方
                else
                {
                    ReturnPosition();
                }
            }

            #endregion

            #region 物品互换与叠加
            else if (placement.tag == "InventoryItem")
            {
                //获得目标位置的this
                InventoryItemManager iim = placement.GetComponent <InventoryItemManager>();
                //目标位置
                Transform targetTransform = placement.GetComponent <Transform>();

                //如果ID一样
                if (ItemId == iim.ItemId)
                {
                    //如果都没有耐久值
                    if (itemBar == 0 && iim.itemBar == 0)
                    {
                        MergeMaterials(iim);
                    }
                    //其中一个有耐久值或者都有耐久值
                    else
                    {
                        if (IsInventory && iim.IsInventory)
                        {
                            //设置为目标父物体
                            m_RectTransform.SetParent(targetTransform.parent);
                            //目标物体设置父物体
                            targetTransform.SetParent(selfParent);
                            //还原目标位置 拖拽的位置在通用代码中执行
                            targetTransform.localPosition = Vector3.zero;
                            Debug.Log("有耐久值的两个ID相同的物体互换位置");
                        }
                        else
                        {
                            ReturnPosition();
                        }
                    }
                }
                //ID不一样
                else
                {
                    //如果是材质分离(break)出来的
                    if (isBreak)
                    {
                        //把材料数累加到复制出来的那个然后销毁自身
                        MergeMaterials(breakMaterials);
                        //isBreak标志位重新设置为false
                        isBreak = false;
                    }
                    else
                    {
                        if (IsInventory && iim.IsInventory)
                        {
                            Debug.Log("拖拽中的IsInventory标志位是:" + IsInventory + ",需要互换位置的IsInventory标志位是" + placement.GetComponent <InventoryItemManager>().IsInventory);
                            //设置为目标父物体
                            m_RectTransform.SetParent(targetTransform.parent);
                            //目标物体设置父物体
                            targetTransform.SetParent(selfParent);
                            //还原目标位置 拖拽的位置在通用代码中执行
                            targetTransform.localPosition = Vector3.zero;
                        }
                        else
                        {
                            //重新设置回父物体
                            m_RectTransform.SetParent(selfParent);
                        }
                    }
                }

                //(安全校验) 如果目标的有大于1个子物体的时候,就重新设置回父物体
                Debug.Log("这个合成槽有物体:" + placement.transform.GetComponentsInChildren <InventoryItemManager>().Length + "个");
                //id一样而且原本就有一个物品就叠加起来
                if (placement.transform.GetComponentsInChildren <InventoryItemManager>().Length > 1)  //在孩子中查找会包括自己身上的脚本
                {
                    m_RectTransform.SetParent(selfParent);
                }
            }

            #endregion

            #region//落点不是在三个背包槽,合成槽,物品上面
            else
            {
                ReturnPosition();
                Debug.Log("拖拽到的区域是UI地方但是这个UI不接受分离出来的材质");
            }
            #endregion
            Debug.Log("撒手之后拖拽的" + ToString());
        }

        //拖拽到了非ui区域
        else
        {
            ReturnPosition();
        }
    }
    /// <summary>
    /// 接收合成面板返回来的材料放到背包里面(先看看背包里面有没有同id的,如果有就放回同id的地方,没有就找一个材料的地方放下)
    /// </summary>
    /// <param name="list">材料列表</param>
    public bool ReciveMaterial(List <GameObject> materialList)
    {
        int tempIndex = 0;

        for (int i = 0; i < materialList.Count; i++)
        {
            if (tempIndex == materialList.Count)
            {
                break;
            }
            for (int j = 0; j < slotList.Count; j++)
            {
                //当前背包槽里有物品且槽里面的东西没用耐久值就允许叠加
                if (slotList[j].transform.Find("InventoryItem") != null)
                {
                    if (materialList[tempIndex].GetComponent <InventoryItemManager>().ItemId == slotList[j].transform.Find("InventoryItem").GetComponent <InventoryItemManager>().ItemId)
                    {
                        //二重判断,结果槽里的东西丢回背包栏可能会有耐久度,因此不能叠加
                        if (materialList[tempIndex].GetComponent <InventoryItemManager>().ItemBar == 0 && slotList[j].transform.Find("InventoryItem").GetComponent <InventoryItemManager>().ItemBar == 0)
                        {
                            materialList[tempIndex].GetComponent <InventoryItemManager>().MergeMaterials(slotList[j].transform.Find("InventoryItem").GetComponent <InventoryItemManager>());
                            tempIndex++;
                            Debug.Log("材料放回到背包的已经有次材料的地方了");
                            break;
                        }
                        //id相同的话有耐久值就什么也不做,等着出循环然后最后会在空槽里放这个东西。
                    }
                }
                //在空槽里放这个东西
                else
                {
                    materialList[tempIndex].transform.SetParent(slotList[j].transform);
                    InventoryItemManager iim = materialList[tempIndex].GetComponent <InventoryItemManager>();
                    iim.IsInventory = true;
                    iim.InCrafting  = false;
                    Debug.Log("材料放回到背包的空槽:" + iim.ToString());
                    iim.ResetSpriteSize(materialList[tempIndex].GetComponent <RectTransform>(), 85, 85);
                    tempIndex++;
                    break;
                }
            }
        }
        //如果当前材料都放回背包槽了,就返回true
        if (tempIndex == materialList.Count)
        {
            return(true);
        }
        //如果当前材料放回背包放不下,就返回false
        return(false);

        ////临时引用   (直接丢回来不加判断)
        //int tempIndex = 0;
        //for (int i = 0; i < slotList.Count; i++)
        //{

        //    Transform itemTransform = slotList[i].transform.Find("InventoryItem");
        //    //如果背包栏的位置是空的且当前索引小于传过来的材料列表的大小,因为大于或者等于了就等于说材料都放回背包里面了
        //    if (itemTransform == null && tempIndex < materialList.Count)
        //    {
        //        materialList[tempIndex].transform.SetParent(slotList[i].transform);
        //        InventoryItemManager iim = materialList[tempIndex].GetComponent<InventoryItemManager>();
        //        iim.IsInventory = true;
        //        iim.InCrafting = false;
        //        Debug.Log("材料放回背包:" + iim.ToString());
        //        iim.ResetSpriteSize(materialList[tempIndex].GetComponent<RectTransform>(), 85, 85);
        //        tempIndex++;

        //    }
        //}

        //背包栏中的ID相同的融合
        //IdFuse(slotList);
    }