void UnloadFunction() { //卸下 if (character.NotEquipment(attribute as EquipmentAttribute) == false) { PanelManager.Instantiate.ErrorPanel.Open("full"); } SaveSprite.Write(); }
void EquipmentFunction() { //装备 if (character.UpdateWeapon(attribute as EquipmentAttribute) == false) { PanelManager.Instantiate.ErrorPanel.Open("full"); return; } character.RemoveProp(CurrentNumber, PropIndex); SaveSprite.Write(); }
void Arrangement() { GameNumber[] Prop = new GameNumber[Model.Prop.Length]; int index = 0; for (int i = 0; i < Model.Prop.Length; i++) { if (Model.Prop[i].IsNull) { continue; } Prop[index].SetData(Model.Prop[i]); index++; } Model.Prop = Prop; OnUpdate(); SaveSprite.Write(); }