void Start() { KeepData saveData = SaveData._Sav.GetSaveData(); Itemsave s = GameObject.FindObjectOfType <Itemsave> (); Debug.Log(saveData._Slidery); for (int q = 0; q < saveData._HaveItemOn.Count; q++) { GameObject dj = GameObject.Instantiate(btn); dj.transform.SetParent(_DJL); dj.GetComponent <Button> ().image.sprite = s._item [saveData._HaveItemOn[q]]; dj.transform.GetComponent <RectTransform> ().anchoredPosition = new Vector2(45 + 85 * q, 44); _dj.Add(dj); } for (int t = 0; t < saveData._IsUclockItem.Count; t++) { if (saveData._IsUclockItem[t] == true) { _dj [t].GetComponent <Button> ().image.sprite = null; _dj [t].GetComponent <Button> ().image.color = new Color(0, 0, 0, 0); //saveData._HaveItemOn [t] = 10; _dj[t].transform.SetParent(_DJ); } } for (int q = 0; q < saveData._HaveItemOn.Count; q++) { if (saveData._HaveItemOn [q] < 10) { _dj [q].GetComponent <Button> ().image.sprite = s._item [saveData._HaveItemOn [q]]; _dj [q].GetComponent <Button> ().image.color = new Color(1, 1, 1, 1); } } _itemPic = new List <Pic> (saveData._HaveItemId.Count); for (int i = 0; i < saveData._HaveItemId.Count; i++) { Pic item = GameObject.Instantiate(_itemPrefab); item._Id = saveData._HaveItemId [i]; //更新技能点 Gx(item); item.GetComponentInChildren <Text> ().text = saveData._HaveItemName [saveData._HaveItemId [i]]; item.Shuoming.text = "" + item._shuoming [saveData._HaveItemId [i]]; item.pic.sprite = item._pic [saveData._HaveItemId[i]]; item.transform.SetParent(_canvas); x = -196 * (Mathf.Pow(-1, (i % colunm_count))); saveData._Slidery = 118 - 195 * (i / colunm_count); SaveData._Sav.SaveGameData(); item.transform.GetComponent <RectTransform> ().anchoredPosition = new Vector2(x, saveData._Slidery); //已解锁道具个数大于可装备道具个数 item._Use.onClick.AddListener(delegate() { //道具装备个数小于道具解锁个数 if (saveData._Djnum < saveData._IsUclockItemNum) { if (item._Id < 10) { Click(item._Id, item); saveData._Djnum++; SaveData._Sav.SaveGameData(); } } }); // 把道具图片加入列表 _itemPic.Add(item); for (int t = 0; t < item._Skill.Count; t++) { SkillJs(t, item, item._Id); } } for (int k = 0; k < _dj.Count; k++) { int index = k; if (saveData._IsUclockItem [k] == true) { _dj [k].GetComponent <Button> ().onClick.AddListener(delegate() { if (saveData._Djnum > 0) { DropItem(index); } }); } } for (int k = 0; k < saveData._HaveItemOn.Count; k++) { int index = k; if (saveData._IsUclockItem [k] == true) { _dj[k].GetComponent <Button>().onClick.AddListener(delegate() { if (saveData._Djnum > 0) { DropItem(index); } }); } // 装备栏为空处理 if (saveData._HaveItemOn [k] == -1 && saveData._IsUclockItem[k] == true) { _dj[k].GetComponent <Button>().image.sprite = null; } // 有装备处理 for (int j = 0; j < 10; j++) { if (saveData._HaveItemOn [k] == j) { _dj[k].GetComponent <Button>().image.sprite = s._item [j]; } } } }
/// <summary> /// 卸下该栏装备 /// </summary> /// <param name="i">The index.</param> void DropItem(int i) { // 卸下空道具,退出 if (_dj [i].GetComponent <Button>().image.sprite == null) { return; } KeepData saveData = SaveData._Sav.GetSaveData(); // 卸下道具,图片为空 //if (saveData._HaveItemOn [i] != 10 && saveData._IsUclockItem [i] == true) { saveData._HaveItemId.Add(saveData._HaveItemOn [i]); saveData._ItemId.Remove(saveData._HaveItemOn [i]); saveData._HaveItemOn.Remove(i); SaveData._Sav.SaveGameData(); _dj [i].GetComponent <Button> ().image.sprite = null; _dj [i].SetActive(false); //Destroy (_dj [i]); saveData._Djnum--; SaveData._Sav.SaveGameData(); //} // 更新道具栏 int z = saveData._HaveItemId.Count - 1; Pic item = GameObject.Instantiate(_itemPrefab); item._Id = saveData._HaveItemId [z]; //更新技能点 Gx(item); item.GetComponentInChildren <Text> ().text = saveData._HaveItemName [saveData._HaveItemId [z]]; item.Shuoming.text = "" + item._shuoming [saveData._HaveItemId [i]]; item.pic.sprite = item._pic [saveData._HaveItemId[i]]; item.transform.SetParent(_canvas); x = -196 * (Mathf.Pow(-1, (z % colunm_count))); saveData._Slidery = 118 - 195 * (z / colunm_count); SaveData._Sav.SaveGameData(); item.transform.GetComponent <RectTransform> ().anchoredPosition = new Vector2(x, saveData._Slidery); item._Use.onClick.AddListener(delegate() { //道具装备个数小于道具解锁个数 if (saveData._Djnum < saveData._IsUclockItemNum) { if (item._Id < 10) { Click2(item._Id, item); saveData._Djnum++; SaveData._Sav.SaveGameData(); } } }); // 把道具图片加入列表 _itemPic.Add(item); for (int t = 0; t < item._Skill.Count; t++) { SkillJs(t, item, item._Id); } GameObject dj = GameObject.Instantiate(btn); dj.transform.SetParent(_DJ); dj.GetComponent <Button> ().image.sprite = null; dj.GetComponent <Button> ().image.color = new Color(0, 0, 0, 0); dj.transform.GetComponent <RectTransform> ().anchoredPosition = new Vector2(75 + 150 * saveData._Djnum, -50); _dj.Add(dj); _dj.Reverse(); }