Exemple #1
0
 void PickUp()
 {
     if (Input.GetKeyDown(KeyCode.P))
     {
         int       id = Random.Range(1001, 1020);
         Inventory i  = null;
         inventoryDict.TryGetValue(id, out i);
         if (i.InventoryTYPE == InventoryType.Equip)
         {
             //InventoryItem it = new InventoryItem();
             //it.Inventory = i;
             //it.Level = Random.Range(1, 10);
             //it.Count = 1;
             //inventoryItemList.Add(it);
             //InventoryItemDB itemDB = it.CreateInventoryItemDB();
             InventoryItemDB itemDB = new InventoryItemDB();
             itemDB.InventoryID = id;
             itemDB.Count       = 1;
             itemDB.IsDressed   = false;
             itemDB.Level       = Random.Range(1, 10);
             inventoryItemDBController.AddInventoryItemDB(itemDB);
         }
         else
         {
             //先判断背包里面是否已经存在
             InventoryItem it     = null;
             bool          isExit = false;
             foreach (InventoryItem temp in inventoryItemList)
             {
                 if (temp.Inventory.ID == id)
                 {
                     isExit = true;
                     it     = temp;
                     break;
                 }
             }
             if (isExit)
             {
                 it.Count++;
                 //同步inventoryitemdb 进行update
                 inventoryItemDBController.UpdateInventoryItemDB(it.InventoryItemDB);
             }
             else
             {
                 InventoryItemDB itemDB = new InventoryItemDB();
                 itemDB.InventoryID = id;
                 itemDB.Count       = 1;
                 itemDB.IsDressed   = false;
                 itemDB.Level       = Random.Range(1, 10);
                 inventoryItemDBController.AddInventoryItemDB(itemDB);
             }
         }
     }
 }
    }//完成角色背包信息的初始化,和角色随机拥有的物品

    //TOTO需要从服务器上得到信息 更新

    void PickUp()
    {
        if (Input.GetKeyDown(KeyCode.P))
        {
            int       id = Random.Range(1001, 1020);
            Inventory i  = null;
            inventoryDict.TryGetValue(id, out i);
            if (i.InventoryType == InventoryType.Equip)
            {
                //先把物品加到服务器,然后再调到UI
                InventoryItemDB itemDb = new InventoryItemDB();
                itemDb.InventoryId = id;
                itemDb.Count       = 1;
                itemDb.IsDressed   = false;
                itemDb.Level       = Random.Range(1, 10);
                inventoryItemDbController.AddInventoryItemDB(itemDb);
            }
            else
            {
                //先判断背包里面此药品是否存在
                InventoryItem it     = null;
                bool          isExit = false;
                foreach (InventoryItem temp in inventoryItemList)
                {
                    if (temp.Inventory.ID == id)
                    {
                        isExit = true;
                        it     = temp;
                        break;
                    }
                }
                if (isExit)
                {
                    it.Count++;
                    //ToTo同步inventoryItemDB  进行Update
                    inventoryItemDbController.UpdateInventoryItemDB(it.InventoryItemDB);
                }
                else
                {
                    InventoryItemDB itemDb = new InventoryItemDB();
                    itemDb.InventoryId = id;
                    itemDb.Count       = 1;
                    itemDb.IsDressed   = false;
                    itemDb.Level       = Random.Range(1, 10);
                    inventoryItemDbController.AddInventoryItemDB(itemDb);
                }
            }
        }
    }
 void PickUp()
 {
     if (Input.GetKeyDown(KeyCode.P))
     {
         int       id        = Random.Range(1001, 1020);
         Inventory inventory = null;
         inventoryDic.TryGetValue(id, out inventory);
         Debug.Log("装备类型:" + inventory.InventoryTYPE);
         if (inventory.InventoryTYPE == InventoryType.Equip)
         {
             InventoryItemDB itemDB = new InventoryItemDB();
             itemDB.InventoryID = id;
             itemDB.Count       = 1;
             itemDB.IsDressed   = false;
             itemDB.Level       = Random.Range(1, 10);
             idbController.AddInventoryItemDB(itemDB);
         }
         else
         {
             InventoryItem it     = null;
             bool          isExit = false;
             foreach (InventoryItem temp in inventoryItemList)
             {
                 if (temp.Inventory.Id == id)
                 {
                     Debug.Log("具有相同物品");
                     isExit = true;
                     it     = temp;
                     break;
                 }
             }
             if (isExit)
             {
                 it.Count++;
                 Debug.Log("更新物品信息");
                 idbController.UpdateInventoryItemDB(it.InventoryItemDB);
             }
             else
             {
                 InventoryItemDB itemDB = new InventoryItemDB();
                 itemDB.InventoryID = id;
                 itemDB.Count       = 1;
                 itemDB.IsDressed   = false;
                 itemDB.Level       = Random.Range(1, 10);
                 idbController.AddInventoryItemDB(itemDB);
             }
         }
     }
 }
Exemple #4
0
    void On_EquipPopup_Upgrade_Click()
    {
        int  coinNeed  = (it.Level + 1) * it.Inventory.Price;
        bool isSuccess = playerInfo._instance.GetCoin(coinNeed);

        if (isSuccess)
        {
            it.Level += 1;
            //等级改变,其他战斗力属性值也会随之改变。。。

            //更改装备等级属性
            itemController.UpdateInventoryItemDB(it.InventoryItemDB);
            //TODO
        }
        else
        {
            MessageManager._instance.ShowMessage("金币不足,无法升级");
        }
    }
Exemple #5
0
    public void DressOn(InventoryItem it, bool isSync = true)
    {
        it.IsDressed = true;
        //首先检测有没有穿上相同的类型的装备
        bool          isDressed            = false;
        InventoryItem inventoryItemDressed = null;

        switch (it.Inventory.EquipType)
        {
        case EquipType.Bracelet:
            if (braceletInventoryItem != null)
            {
                isDressed            = true;
                inventoryItemDressed = braceletInventoryItem;
            }
            braceletInventoryItem = it;
            break;

        case EquipType.Cloth:
            if (clothInventoryItem != null)
            {
                isDressed            = true;
                inventoryItemDressed = clothInventoryItem;
            }
            clothInventoryItem = it;
            break;

        case EquipType.Helm:
            if (helmInventoryItem != null)
            {
                isDressed            = true;
                inventoryItemDressed = helmInventoryItem;
            }
            helmInventoryItem = it;
            break;

        case EquipType.Necklace:
            if (necklaceInventoryItem != null)
            {
                isDressed            = true;
                inventoryItemDressed = necklaceInventoryItem;
            }
            necklaceInventoryItem = it;
            break;

        case EquipType.Ring:
            if (ringInventoryItem != null)
            {
                isDressed            = true;
                inventoryItemDressed = ringInventoryItem;
            }
            ringInventoryItem = it;
            break;

        case EquipType.Shoes:
            if (shoesInventoryItem != null)
            {
                isDressed            = true;
                inventoryItemDressed = shoesInventoryItem;
            }
            shoesInventoryItem = it;
            break;

        case EquipType.Weapon:
            if (weaponInventoryItem != null)
            {
                isDressed            = true;
                inventoryItemDressed = weaponInventoryItem;
            }
            weaponInventoryItem = it;
            break;

        case EquipType.Wing:
            if (wingInventoryItem != null)
            {
                isDressed            = true;
                inventoryItemDressed = wingInventoryItem;
            }
            wingInventoryItem = it;
            break;
        }
        //有:
        if (isDressed)
        {
            inventoryItemDressed.IsDressed = false;
            InventoryUI._instance.AddInvenetoryItem(inventoryItemDressed);
        }
        if (isSync)
        {
            if (isDressed)
            {
                inventoryItemDbController.UpdateInventoryItemDBList(it.InventoryItemDB, inventoryItemDressed.InventoryItemDB);
            }
            else
            {
                inventoryItemDbController.UpdateInventoryItemDB(it.InventoryItemDB); //更新DB
            }
        }

        OnPlayerInfoChanged(InfoType.Equip);

        //把已经存在的脱掉,放到背包
        //没有:
        //直接穿上装备
    } //穿上装备
Exemple #6
0
    public void DressOn(InventoryItem it)
    {
        it.IsDressed = true;
        //检测是否穿有相同的装备
        bool          isDress = false;//当前格子是否穿上
        InventoryItem inventoryItemDressed = null;

        switch (it.Inventory.EquipTYPE)
        {
        case EquipType.Helm:
            if (helmItem != null)
            {
                isDress = true;
                inventoryItemDressed = helmItem;
            }
            helmItem = it;
            break;

        case EquipType.Cloth:
            if (clothItem != null)
            {
                isDress = true;
                inventoryItemDressed = clothItem;
            }
            clothItem = it;
            break;

        case EquipType.Weapon:
            if (weaponItem != null)
            {
                isDress = true;
                inventoryItemDressed = weaponItem;
            }
            weaponItem = it;
            break;

        case EquipType.Shoes:
            if (shoesItem != null)
            {
                isDress = true;
                inventoryItemDressed = shoesItem;
            }
            shoesItem = it;
            break;

        case EquipType.Necklace:
            if (necklaceItem != null)
            {
                isDress = true;
                inventoryItemDressed = necklaceItem;
            }
            necklaceItem = it;
            break;

        case EquipType.Bracelet:
            if (braceletItem != null)
            {
                isDress = true;
                inventoryItemDressed = braceletItem;
            }
            braceletItem = it;
            break;

        case EquipType.Ring:
            if (ringItem != null)
            {
                isDress = true;
                inventoryItemDressed = ringItem;
            }
            ringItem = it;
            break;

        case EquipType.Wing:
            if (wingItem != null)
            {
                isDress = true;
                inventoryItemDressed = wingItem;
            }
            wingItem = it;
            break;

        default:
            break;
        }
        //有装备穿上
        if (isDress)
        {
            inventoryItemDressed.IsDressed = false;
            inventoryItemWillDressed       = inventoryItemDressed;
            itemDBController.UpdateInventoryItemDBList(it.InventoryItemDB, inventoryItemDressed.InventoryItemDB);
        }
        else
        {
            itemDBController.UpdateInventoryItemDB(it.InventoryItemDB);
        }
    }