public uint GetMoneyCount(CurrencySubType type) { switch (type) { case CurrencySubType.Gold: return(m_coinCount); case CurrencySubType.Diamond: return(m_gemCount); case CurrencySubType.Emblem: return((uint)moduleEquip.signetCount); case CurrencySubType.WishCoin: return(m_wishCoinCount); case CurrencySubType.RiskBi: return((uint)moduleEquip.adventureCount); case CurrencySubType.PetSummonStone: return(m_petSummonStone); case CurrencySubType.HeartSoul: return(m_heartSoul); case CurrencySubType.FriendPoint: return(m_friendPoint); case CurrencySubType.UnionContribution: return(m_unionContribution); default: return(0); } }
/// <summary> /// 设置指定道具图标到目标 /// </summary> /// <param name="i">目标对象</param> /// <param name="currency">货币类型</param> /// <param name="onComplete">设置结束回调</param> /// <param name="useNativeSize">是否使用原始尺寸</param> public static void SetCurrencyIcon(Image i, CurrencySubType currency, Action <UIAtlasTarget> onComplete = null, bool useNativeSize = false) { if (currency < CurrencySubType.None || currency >= CurrencySubType.Count) { currency = CurrencySubType.None; } UIAtlasTarget.SetSprite(i, Icons, icon_currencies[(int)currency], onComplete, useNativeSize); }
private PItem2 GetMoneyPitem(int money, CurrencySubType currency) { if (money <= 0) { return(null); } PItem2 moneyItem = PacketObject.Create <PItem2>(); moneyItem.num = (uint)money; moneyItem.itemTypeId = (ushort)currency; return(moneyItem); }
public void DisplayAsSubType(string key) { DisplayingSubType = GetSubType(key); }