/// <summary> /// 穿戴情况处理 /// </summary> /// <param name="id">要穿戴装备id</param> /// <returns>成功穿戴return true</returns> public bool WearEquipmentById(int id) { ObjectInfo info = ObjectsInfo.Instance().GetObjectInfoById(id); if (info.suittype != PlayerStatusInfo.Instance().playertype) { return(false); } GridOfEquip tempGrid = null; switch (info.weartype) { case ObjectInfo.WearType.Headgear: tempGrid = headgear; break; case ObjectInfo.WearType.Armor: tempGrid = armor; break; case ObjectInfo.WearType.Hand: tempGrid = hand; AppearChange.Instance().SwitchWeaponAppear(id); break; //目前只有武器可更换外观 case ObjectInfo.WearType.Accessory: tempGrid = accessory; break; case ObjectInfo.WearType.Shoe: tempGrid = shoe; break; } //对应装备栏已经有装备的情况,先卸下装备,使装备栏空且物品栏加入改装备 if (tempGrid.id != 0) { tempGrid.UnloadThisGridEquip(); Debug.Log("脱"); } //向空的装备栏中添加装备 Debug.Log("穿"); GameObject equipNewItem = NGUITools.AddChild(tempGrid.gameObject, newEquip); equipNewItem.transform.localPosition = Vector3.zero; equipNewItem.GetComponent <UISprite>().depth = 2; tempGrid.SetThisGridEquipById(id, info); return(true); }
void Awake() { _instance = this; }