public void SetData(int ItemTypeID) { ClearUI(); m_vInitPos = MyHead.WndTweenParent.transform.localPosition; m_itemTypeID = ItemTypeID; ItemM.GetCombineEquipNeed(m_itemTypeID, ref m_composeEquipList, ref m_coin); SetUI(); }
/// <summary> /// 炮弹兵装备格的状态 /// </summary> /// <returns>The can put equip.</returns> /// <param name="info">Info.</param> /// <param name="EquipID">Equip I.</param> /// <param name="index">Index.</param> /// <param name="itemTypeID">Item type I.</param> public static EquipmentPutType CheckCanPutEquip(SoldierInfo info, int EquipID, int index, ref int itemTypeID) { itemTypeID = SoldierM.GetSoldierEquip(info.SoldierTypeID, info.Quality, index); if (EquipID == 0) { ItemTypeInfo ItemInfo = ItemDC.SearchItem(itemTypeID); if (ItemInfo != null) { if (info.Level >= ItemInfo.m_level) { return(EquipmentPutType.CanPut); } else { return(EquipmentPutType.HaveCannot); } } else { s_itemtypeInfo sInfo = ItemM.GetItemInfo(itemTypeID); List <KeyValue> needSubEquip = new List <KeyValue>(); int needCoin = 0; bool canCombine = ItemM.GetCombineEquipNeed(itemTypeID, ref needSubEquip, ref needCoin); if (canCombine) { if (ItemDC.CheckItemsEnough(needSubEquip)) { if (needCoin < UserDC.GetCoin()) { if (info.Level >= sInfo.level) { return(EquipmentPutType.CanCombinePut); } else { return(EquipmentPutType.CanCombine); } } else { return(EquipmentPutType.CanCombine); } } else if (!ItemDC.CheckItemsEnough(needSubEquip)) { return(EquipmentPutType.ReadyCombine); } else { return(EquipmentPutType.None); } } else { return(EquipmentPutType.NoCanCombine); } } } else { return(EquipmentPutType.HavePut); } }