public void SetArrow(GameItem item)
 {
     m_ArrowUpSprite.gameObject.SetActive(false);
     m_ArrowDownSprite.gameObject.SetActive(false);
     if (item.IsEquipMent())
     {
         if (item.GetProfessionRequire() == GlobeVar.INVALID_ID || item.GetProfessionRequire() == Singleton <ObjManager> .Instance.MainPlayer.Profession)
         {
             //获得身上对应槽位的装备
             int      slotindex    = item.GetEquipSlotIndex();
             GameItem compareEquip = GameManager.gameManager.PlayerDataPool.EquipPack.GetItem(slotindex);
             if (compareEquip != null)
             {
                 if (compareEquip.IsValid())
                 {
                     if (compareEquip.GetCombatValue_NoStarEnchance() > item.GetCombatValue_NoStarEnchance())
                     {
                         m_ArrowDownSprite.gameObject.SetActive(true);
                         m_ArrowUpSprite.gameObject.SetActive(false);
                         return;
                     }
                     else if (compareEquip.GetCombatValue_NoStarEnchance() == item.GetCombatValue_NoStarEnchance())
                     {
                         m_ArrowDownSprite.gameObject.SetActive(false);
                         m_ArrowUpSprite.gameObject.SetActive(false);
                         return;
                     }
                 }
             }
             m_ArrowDownSprite.gameObject.SetActive(false);
             m_ArrowUpSprite.gameObject.SetActive(true);
         }
     }
 }
Ejemplo n.º 2
0
 void SetArrow(GameItem item)
 {
     m_ArrowUpSprite.gameObject.SetActive(false);
     m_ArrowDownSprite.gameObject.SetActive(false);
     if (item.IsEquipMent())
     {
         //获得身上对应槽位的装备
         int      slotindex    = item.GetEquipSlotIndex();
         GameItem compareEquip = GameManager.gameManager.PlayerDataPool.EquipPack.GetItem(slotindex);
         if (compareEquip != null)
         {
             if (compareEquip.IsValid())
             {
                 if (compareEquip.GetCombatValue_NoStarEnchance() > item.GetCombatValue_NoStarEnchance())
                 {
                     m_ArrowDownSprite.gameObject.SetActive(true);
                     m_ArrowUpSprite.gameObject.SetActive(false);
                     return;
                 }
                 else if (compareEquip.GetCombatValue_NoStarEnchance() == item.GetCombatValue_NoStarEnchance())
                 {
                     m_ArrowDownSprite.gameObject.SetActive(false);
                     m_ArrowUpSprite.gameObject.SetActive(false);
                     return;
                 }
             }
         }
         m_ArrowDownSprite.gameObject.SetActive(false);
         m_ArrowUpSprite.gameObject.SetActive(true);
     }
 }
Ejemplo n.º 3
0
    void Init(GameItem newEquip)
    {
        if (newEquip == null || !newEquip.IsValid())
        {
            return;
        }

        // 是否正在显示提示
        if (m_EquipBuffer.Count == 0)
        {
            m_EquipBuffer.Add(newEquip);
            ShowRemind();
            return;
        }
        // 如果正在显示 检测是否可以进缓冲池
        else
        {
            if (m_EquipBuffer.Count <= EquipBufferSize)
            {
                for (int index = 0; index < m_EquipBuffer.Count; index++)
                {
                    GameItem equip = m_EquipBuffer[index];
                    if (equip == null || !equip.IsValid())
                    {
                        return;
                    }
                    if (newEquip.GetEquipSlotIndex() == equip.GetEquipSlotIndex())
                    {
                        if (newEquip.GetCombatValue_NoStarEnchance() > equip.GetCombatValue_NoStarEnchance())
                        {
                            m_EquipBuffer.Remove(equip);
                            m_EquipBuffer.Add(newEquip);
                        }
                        return;
                    }
                    if (newEquip.GetEquipSlotIndex() != equip.GetEquipSlotIndex() && index == m_EquipBuffer.Count - 1)
                    {
                        m_EquipBuffer.Add(newEquip);
                    }
                }
            }
        }
    }
Ejemplo n.º 4
0
 void ShowEquipGemInfo(GameItem equip)
 {
     if (equip != null && equip.IsValid())
     {
         if (equip.IsPlayerEquiped())
         {
             m_EquipGemInfo.InitGemInfo(equip.GetEquipSlotIndex());
         }
         else
         {
             m_EquipGemInfo.HideGemInfo();
         }
     }
 }
Ejemplo n.º 5
0
    //显示装备属性
    public void ShowAttr(GameItem item, bool bUnEquiped = false)
    {
        ClearInfo();
        //获得身上对应槽位的装备
        int      slotindex    = item.GetEquipSlotIndex();
        GameItem compareEquip = GameManager.gameManager.PlayerDataPool.EquipPack.GetItem(slotindex);

        Tab_EquipAttr line = TableManager.GetEquipAttrByID(item.DataID, 0);

        if (line != null)
        {
            int index = 0;
            //血上限
            if (line.HP > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.HP, "HP");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAXHP);
                m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.HP * item.GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                SetEnchanceAndStarAttr(item, index, line.HP);
                ++index;
            }
            //血上限(百分比)
            if (line.HPPer > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.HPPer, "HPPer");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAXHP);
                m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.HPPer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //蓝上限
            if (line.MP > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MP, "MP");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAXMP);
                m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.MP * item.GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                SetEnchanceAndStarAttr(item, index, line.MP);
                ++index;
            }
            //蓝上限(百分比)
            if (line.MPPer > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MPPer, "MPPer");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAXMP);
                m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.MPPer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //物理攻击
            if (line.PhysicsAttack > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsAttack, "PhysicsAttack");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.PYSATTACK);
                m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.PhysicsAttack * item.GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                SetEnchanceAndStarAttr(item, index, line.PhysicsAttack);
                ++index;
            }
            //物理攻击(百分比)
            if (line.PhysicsAttackPer > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsAttackPer, "PhysicsAttackPer");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.PYSATTACK);
                m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.PhysicsAttackPer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //法术攻击
            if (line.MagicAttack > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicAttack, "MagicAttack");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAGATTACK);
                m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.MagicAttack * item.GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                SetEnchanceAndStarAttr(item, index, line.MagicAttack);
                ++index;
            }
            //法术攻击(百分比)
            if (line.MagicAttackPer > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicAttackPer, "MagicAttackPer");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAGATTACK);
                m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.MagicAttackPer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //物理防御
            if (line.PhysicsDefence > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsDefence, "PhysicsDefence");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.PYSDEF);
                m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.PhysicsDefence * item.GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                SetEnchanceAndStarAttr(item, index, line.PhysicsDefence);
                ++index;
            }
            //物理防御(百分比)
            if (line.PhysicsDefencePer > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsDefencePer, "PhysicsDefencePer");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.PYSDEF);
                m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.PhysicsDefencePer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //法术防御
            if (line.MagicDefence > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicDefence, "MagicDefence");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAGDEF);
                m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.MagicDefence * item.GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                SetEnchanceAndStarAttr(item, index, line.MagicDefence);
                ++index;
            }
            //法术防御(百分比)
            if (line.MagicDefencePer > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicDefencePer, "MagicDefencePer");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAGDEF);
                m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.MagicDefencePer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //攻击速度
            if (line.AttackSpeed > 0 && index < m_Attr.Length && index >= 0)
            {
                //策划要求 隐藏装备攻速属性
                //m_Attr[index].text = string.Format("{0}+{1}", ConvertAttrToString(COMBATATTE.ATTACKSPEED), line.AttackSpeed);
                //m_Attr[index].gameObject.SetActive(true);
                ////策划要求 攻速不受强化和打星影响
                //++index;
            }
            //攻击速度(百分比)
            if (line.AttackSpeedPer > 0 && index < m_Attr.Length && index >= 0)
            {
                //策划要求 隐藏装备攻速属性
                //m_Attr[index].text = string.Format("{0}+{1}%", ConvertAttrToString(COMBATATTE.ATTACKSPEED), line.AttackSpeedPer * 100);
                //m_Attr[index].gameObject.SetActive(true);
                //++index;
            }
            //全攻击
            if (line.AllAttack > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllAttack, "AllAttack");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString((COMBATATTE)1000);
                m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.AllAttack * item.GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                SetEnchanceAndStarAttr(item, index, line.AllAttack);
                ++index;
            }
            //全攻击(百分比)
            if (line.AllAttackPer > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllAttackPer, "AllAttackPer");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString((COMBATATTE)1000);
                m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.AllAttackPer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            //全防御
            if (line.AllDefence > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllDefence, "AllDefence");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString((COMBATATTE)1001);
                m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.AllDefence * item.GetAttrFactorRefix()));
                m_AttrWhole[index].SetActive(true);
                //强化
                SetEnchanceAndStarAttr(item, index, line.AllDefence);
                ++index;
            }
            //全防御(百分比)
            if (line.AllDefencePer > 0 && index < m_Attr.Length && index >= 0)
            {
                string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllDefencePer, "AllDefencePer");
                m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString((COMBATATTE)1001);
                m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.AllDefencePer * 100));
                m_AttrWhole[index].SetActive(true);
                ++index;
            }
            // delete cut lines
            //if (index >= 1)
            //{
            //    if ((index - 1) >= 0 && (index - 1) < m_CutLine.Length)
            //    {
            //        m_CutLine[index - 1].SetActive(true);
            //    }

            //}
            //附加属性
            for (int attrIndex = 0; attrIndex < line.getAddAttrTypeCount(); ++attrIndex)
            {
                int   attrType  = line.GetAddAttrTypebyIndex(attrIndex);
                float attrValue = line.GetAddAttrValuebyIndex(attrIndex);
                if ((attrType >= (int)COMBATATTE.MAXHP && attrType < (int)COMBATATTE.COMBATATTE_MAXNUM) || attrType == 1000 || attrType == 1001)
                {
                    if (attrValue > 0)
                    {
                        if (index < m_Attr.Length && index >= 0)
                        {
                            //策划要求隐藏装备攻速属性
                            if (attrType == (int)COMBATATTE.ATTACKSPEED)
                            {
                                continue;
                            }

                            string strColor = GetAttrColor(bUnEquiped, compareEquip, attrValue, "AddAttr", attrIndex);
                            m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString((COMBATATTE)attrType);
                            m_AttrValue[index].text = strColor + string.Format("+{0}", (int)attrValue);
                            m_AttrWhole[index].SetActive(true);
                            if (attrType != (int)COMBATATTE.ATTACKSPEED) //策划要求 攻速不受强化和打星影响
                            {
                                //强化
                                SetEnchanceAndStarAttr(item, index, attrValue, true);
                                //策划要求 附加属性不受打星影响
                            }
                            ++index;
                        }
                    }
                }
            }
            //附加属性(百分比)
            for (int attrIndex = 0; attrIndex < line.getAddAttrTypeCount(); ++attrIndex)
            {
                int   attrType = line.GetAddAttrTypebyIndex(attrIndex);
                float attrPer  = line.GetAddAttrPerbyIndex(attrIndex);
                if (attrType >= (int)COMBATATTE.MAXHP && attrType < (int)COMBATATTE.COMBATATTE_MAXNUM && attrPer > 0)
                {
                    if (index < m_Attr.Length && index >= 0)
                    {
                        string strColor = GetAttrColor(bUnEquiped, compareEquip, attrPer, "AddAttrPer", attrIndex);

                        m_Attr[index].text      = strColor + ItemTool.ConvertAttrToString((COMBATATTE)attrIndex);
                        m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(attrPer * 100));
                        m_AttrWhole[index].SetActive(true);
                        ++index;
                    }
                }
            }

            //神器属性
            if (item != null && item.IsShenQiEquipMent())
            {
                Tab_ShenQiInfo _ShenQiInfo = TableManager.GetShenQiInfoByID(item.DataID, 0);
                if (_ShenQiInfo != null)
                {
                    //   技能信息
                    int SkillInfIndex = (int)ShenQiDyData.SkillId;
                    if (SkillInfIndex >= 0 && SkillInfIndex < item.DynamicData.Length)
                    {
                        Tab_SkillEx _skillEx = TableManager.GetSkillExByID(item.DynamicData[(int)ShenQiDyData.SkillId], 0);
                        if (_skillEx != null)
                        {
                            Tab_SkillBase _SkillBase = TableManager.GetSkillBaseByID(_skillEx.BaseId, 0);
                            if (_SkillBase != null)
                            {
                                // delete cut lines
                                //if (index >= 1 && index - 1 < m_CutLine.Length)
                                //{
                                //    m_CutLine[index - 1].SetActive(true);
                                //}
                                m_ShenQiSkillNameLable.text = _SkillBase.Name + "(" + _skillEx.Level + "/" + _ShenQiInfo.MaxSkillLev + ")";
                                m_ShenQiSkillDescLable.text = _skillEx.SkillDesc;
                                m_ShenQiSkillName.SetActive(true);
                                m_ShenQiSkillDesc.SetActive(true);
                            }
                        }
                    }
                    //属性条
                    int nLastAttrIndex = -1;
                    for (int i = 0; i < (int)ShenQiInfo.MAXRANDATTRNUM && i < m_ShenQiAttrWhole.Length; i++)
                    {
                        if (i + (int)ShenQiDyData.Attr1Info >= 0 && i + (int)ShenQiDyData.Attr1Info < item.DynamicData.Length)
                        {
                            int AttrRandData = item.DynamicData[i + (int)ShenQiDyData.Attr1Info];
                            if (AttrRandData > 0)
                            {
                                int AttrType    = item.GetShenQiRandAttrType(AttrRandData);
                                int AttrNum     = item.GetShenQiRandAttrNum(AttrRandData);
                                int AttrQuality = item.GetShenQiRandAttrQuality(AttrRandData);
                                m_ShenQiAttrName[i].text = Utils.GetItemNameColor(AttrQuality + 1) + Utils.GetAttrTypeString(AttrType);
                                //if (1 + _ShenQiInfo.ShenQiRefixPer > 0 && _ShenQiInfo.ShenQiRefixPer > 0)
                                //{
                                //    int nBaseAttr = (int)((AttrNum * 1.0f) / (1 + _ShenQiInfo.ShenQiRefixPer));
                                //    int nFixAttr = (int)(AttrNum * _ShenQiInfo.ShenQiRefixPer);
                                //    m_ShenQiAttrValue[i].text = Utils.GetItemNameColor(AttrQuality+1) + "+" + nBaseAttr.ToString() + "+" + nFixAttr.ToString();
                                //}
                                //else
                                {
                                    m_ShenQiAttrValue[i].text = Utils.GetItemNameColor(AttrQuality + 1) + "+" + AttrNum;
                                }
                                m_ShenQiAttrWhole[i].SetActive(true);
                                nLastAttrIndex = i;
                            }
                        }
                    }
                    //分界线
                    //   m_ShenQiSkillCutLine.SetActive(true);
                    if (nLastAttrIndex >= 0 && nLastAttrIndex < m_ShenQiAttrCutLine.Length)
                    {
                        m_ShenQiAttrCutLine[nLastAttrIndex].SetActive(true);
                    }
                    //m_ShenQiCutLine2.SetActive(true);
                }
            }
            //m_Grid.Reposition();
            //m_TopGrid.Recenter(true);
            m_Table.sorted          = true;
            m_Table.hideInactive    = true;
            m_Table.keepWithinPanel = true;
            m_Table.repositionNow   = true;
        }
    }
Ejemplo n.º 6
0
    /// <summary>
    /// 显示装备Tooltips
    /// </summary>
    /// <param name="equip">装备</param>
    private void ShowTooltips(GameItem equip, ShowType type)
    {
        if (equip == null)
        {
            CloseWindow();
            return;
        }
        if (equip.IsValid() == false)
        {
            CloseWindow();
            return;
        }

        m_Equip = equip;
        m_Type  = type;

        HideAllButtons();
        // 装备图标
        ShowEquipIcon(equip);
        // 玩家是否可用
        ShowEquipDisableSprite(equip);
        // 装备颜色品质
        ShowEquipQualityGrid(equip);
        // 装备名
        ShowEquipName(equip);
        // 职业
        ShowEquipPro(equip);
        // 人物等级需求
        ShowEquipLevel(equip);
        // 绑定信息
        ShowEquipBind(equip);
        // 是否可出售
        SetEquipSellInfo(equip);
        // 星级
        ShowEquipStarLevel(equip);
        // 强化等级
        ShowEquipStrengthenLevel(equip);
        // 战斗力
        ShowEquipPower(equip);
        // 属性
        ShowEquipAttrInfo(equip);
        // 宝石,不显示宝石
        //ShowEquipGemInfo(equip);
        // 描述
        ShowEquipDesc(equip);
        // 售价
        ShowEquipPrice(equip);
        // 强化经验
        ShowEquipStrenExp(equip);
        // 战斗力箭头
        ShowPowerArrow(equip);
        // 显示剩余时间
        ShowRemainTime(equip);

        if (type == ShowType.Equiped)  //点击装备槽位弹出的tips
        {
            //脱下按钮 显示
            m_EquipTakeOffButton.gameObject.SetActive(true);

            //分享链接按钮 显示
            m_EquipShareLinkButton.gameObject.SetActive(true);

            //装备强化按钮 显示
            if (equip.IsBelt() == false)
            {
                m_EquipEnchanceButton.gameObject.SetActive(true);
            }

            //套装按钮 显示
            if (equip.GetEquipSetId() >= 0)
            {
                m_EquipSuitButton.gameObject.SetActive(true);
            }

            //隐藏战斗力箭头
            m_EquipPowerArrowUpSprite.gameObject.SetActive(false);
            m_EquipPowerArrowDownSprite.gameObject.SetActive(false);
        }
        else if (type == ShowType.UnEquiped)  //点击物品背包弹出的tips
        {
            //售出按钮 显示
            m_EquipSellButton.gameObject.SetActive(true);
            //装备按钮 显示
            m_EquipUseButton.gameObject.SetActive(true);
            //分享链接按钮 显示
            m_EquipShareLinkButton.gameObject.SetActive(true);
            //装备强化按钮 显示
            //m_EquipEnchanceButton.gameObject.SetActive(true);
            //套装按钮 显示
            if (equip.GetEquipSetId() >= 0)
            {
                m_EquipSuitButton.gameObject.SetActive(true);
            }
            //吸收按钮
            m_AbsorbButton.SetActive(!equip.IsBelt());

            m_OpButtonGrid.Reposition();

            //如果本装备位已经装备物品 弹出对比tips
            int      slotindex    = equip.GetEquipSlotIndex();
            GameItem CompareEquip = GameManager.gameManager.PlayerDataPool.EquipPack.GetItem(slotindex);
            if (CompareEquip != null && CompareEquip.IsValid())
            {
                OpenCompare(slotindex);
            }
        }
        else if (type == ShowType.QianKunDaiStuff)
        {
            m_PutInQianKunDaiButton.SetActive(true);

            //售出按钮 显示
            m_EquipSellButton.gameObject.SetActive(true);
            //装备按钮 显示
            m_EquipUseButton.gameObject.SetActive(true);
            //分享链接按钮 显示
            m_EquipShareLinkButton.gameObject.SetActive(true);
            //装备强化按钮 显示
            //m_EquipEnchanceButton.gameObject.SetActive(true);
            //套装按钮 显示
            if (equip.GetEquipSetId() >= 0)
            {
                m_EquipSuitButton.gameObject.SetActive(true);
            }

            m_OpButtonGrid.Reposition();
        }
        else if (type == ShowType.ShopBuy)
        {
            m_PutInQianKunDaiButton.SetActive(false);
            // 购买隐藏
            m_EquipBuyButton.gameObject.SetActive(true);

            //隐藏战斗力箭头
            m_EquipPowerArrowUpSprite.gameObject.SetActive(false);
            m_EquipPowerArrowDownSprite.gameObject.SetActive(false);
        }
        else if (type == ShowType.ShopBuyBatch)
        {
            // 批量购买隐藏
            m_EquipBuyBatchButton.gameObject.SetActive(true);
            // 购买隐藏
            m_EquipBuyButton.gameObject.SetActive(true);

            //隐藏战斗力箭头
            m_EquipPowerArrowUpSprite.gameObject.SetActive(false);
            m_EquipPowerArrowDownSprite.gameObject.SetActive(false);
        }
        else if (type == ShowType.Info)  //仅显示信息 没有操作按钮的tips
        {
            //隐藏战斗力箭头
            m_EquipPowerArrowUpSprite.gameObject.SetActive(false);
            m_EquipPowerArrowDownSprite.gameObject.SetActive(false);
            m_EquipUseButton.gameObject.SetActive(false);
        }
        else if (type == ShowType.InfoCompare)  //仅显示信息 没有操作按钮的tips 同时做对比
        {
            //隐藏战斗力箭头
            m_EquipPowerArrowUpSprite.gameObject.SetActive(false);
            m_EquipPowerArrowDownSprite.gameObject.SetActive(false);
            //如果本装备位已经装备物品 弹出对比tips
            int      slotindex    = equip.GetEquipSlotIndex();
            GameItem CompareEquip = GameManager.gameManager.PlayerDataPool.EquipPack.GetItem(slotindex);
            if (CompareEquip != null && CompareEquip.IsValid())
            {
                OpenCompare(slotindex);
            }
        }
        else if (type == ShowType.ChatLink)  //仅显示信息 没有操作按钮的tips
        {
            //隐藏战斗力箭头
            m_EquipPowerArrowUpSprite.gameObject.SetActive(false);
            m_EquipPowerArrowDownSprite.gameObject.SetActive(false);
            //根据是否可以上架 决定是否显示求购按钮
            if (ConsignSaleBag.isCanConsignSale(m_Equip, true))
            {
                m_ConsignSaleBuyButton.gameObject.SetActive(true);
            }
        }
        else if (type == ShowType.CangKu)  //仓库界面 仓库物品tips
        {
            //隐藏战斗力箭头
            m_EquipPowerArrowUpSprite.gameObject.SetActive(false);
            m_EquipPowerArrowDownSprite.gameObject.SetActive(false);

            //显示取回按钮
            m_CangKuOutButton.gameObject.SetActive(true);
        }
        else if (type == ShowType.CangKuBackPack)  //仓库界面 背包物品tips
        {
            //隐藏战斗力箭头
            m_EquipPowerArrowUpSprite.gameObject.SetActive(false);
            m_EquipPowerArrowDownSprite.gameObject.SetActive(false);

            //显示放入仓库按钮
            m_CangKuInButton.gameObject.SetActive(true);
        }

        m_EquipOpButtonGrid.repositionNow = true;

        //gameObject.SetActive(true);
        //UIManager.ShowUI(UIInfo.EquipTooltipsRoot);
    }