// Update is called once per frame void Update() { ///测试增加和删除道具 if (Input.GetKeyDown(KeyCode.W)) { BagCtrl.DeleteItem(BagsList[2]); } if (Input.GetKeyDown(KeyCode.S)) { BagCtrl.AddItem(BagsList[3].GetComponent <ItemCtrl>().BagData); } }
public void OnEndDrag(PointerEventData eventData) { if (OffsetThing == null) { return; } BagCtrl.onlyShowOneIntroduce = true; GameObject TargetItem = BagCtrl.judgeRunintoObject(eventData.pointerEnter.transform.position); if (TargetItem == null) { Destroy(OffsetThing); return; } ItemCtrl ItemBagData = TargetItem.GetComponent <ItemCtrl>(); if (ItemBagData.BagData.Name == null && ItemBagData.BagData.ItemPositon == null) { //属于空白格,如果是在备包内部,拖拽的物品需要排序到最后或者不对拖拽的物品做处理,此处不做处理 Destroy(OffsetThing); return; } if (TargetItem.Equals(BeginDragItem)) { //如果是物品本身就不用替换 Destroy(OffsetThing); return; } if (!(TargetItem.GetComponent <ItemCtrl>().BagData.ItemPositon == TagType.BagTag || TargetItem.GetComponent <ItemCtrl>().BagData.ItemPositon == TagType.EquipTag)) { return; } BagCtrl.ExchangeItemFunc(TargetItem, BeginDragItem); if (OffsetThing != null) { Destroy(OffsetThing); } }