public void OnEndDrag(PointerEventData eventData) { GameObject go = eventData.pointerEnter; if (go != null) { if (go.tag == Tags.InventoryItem) { ExchangeItem(go); } else if (go.tag == Tags.InventoryItemGrid) { print(11); //得到之前的格子;清空信息 InvetoryItemGrid grid = transform.GetComponentInParent <InvetoryItemGrid>(); M.ClearOldGridInfo(grid); //作为go格子的子物体 transform.SetParent(go.transform, false); item.SetActive(true); transform.localPosition = Vector3.zero; } } item.SetActive(true); Destroy(m_DraggingIcon); //背包数据更新 Inventory.UpdateAllGrids(); }
public void UpdateMyInfoToGrid() { InvetoryItemGrid g = GetComponentInParent <InvetoryItemGrid>(); g.id = this.id; g.num = this.num; numtext.text = this.num.ToString(); }
//格子放进背包里面 void UpdateInventoryGrid(int id) { print(id); //第一步,先判断背包里面有没该item,有,就直接数量+1 //第二步,没有,实例化该Item,然后在找一个空格子放进去 InvetoryItemGrid g = null; foreach (InvetoryItemGrid temp in itemGridsList) { if (temp.id == id) { g = temp; break; } } if (g != null) { g.SetNum(); } else { foreach (InvetoryItemGrid temp in itemGridsList) { if (temp.id == 0) { GameObject item = CreatItemInInventory(id); item.transform.SetParent(temp.transform, false); item.transform.localPosition = Vector3.zero; break; } } } //更新所有格子信息 UpdateAllGrids(); }
public void ClearOldGridInfo(InvetoryItemGrid grid) { grid.id = 0; grid.num = 0; }