/// <summary> /// 显示合成路径 /// </summary> /// <param name="_items">选中的物品</param> public void showCompositePath(items _items, Slot.itemOwn _itemOwn) { //把之前的物品存入对象池 itemObjectpoolManager.instance.setCompositechildslotpool(); //把合成连接线存入对象池 itemObjectpoolManager.instance.setLinepool(); m_fatherItem = new itemLeaf(); Debug.Log("实例化了"); m_fatherItem.FatherItem = _items; //fatherGameObject.transform.Find("Image").GetComponentInChildren<Image>().sprite = _itemImage.sprite; //fixstring(_items); if (m_fatherGameObject.GetComponent <CompositeChildslot>() == null) { m_fatherGameObject.AddComponent <CompositeChildslot>(); } m_fatherGameObject.GetComponent <CompositeChildslot>().setItem(_items, m_fatherItem, CompositeChildslot.cenCI.One); if (_itemOwn == Slot.itemOwn.None) { m_goldText.text = showGoldText(); } else { m_goldText.text = m_item.SellPrice.ToString(); } }
// Update is called once per frame #region 面板的显示和隐藏 /// <summary> /// 显示物品提示面板 /// </summary> /// <param name="_image">选中物品的图标</param> /// <param name="_itemOwn">选中物品格子的所有权</param> /// <param name="_item">选中的物品</param> /// <param name="_itemLeaf">选中物品的子物品</param> public void showTool(Image _image, Slot.itemOwn _itemOwn, items _item, itemLeaf _itemLeaf) { m_item = _item; //显示面板 this.gameObject.SetActive(true); //根据物品栏所有权加载按钮 switch (_itemOwn) { case Slot.itemOwn.None: m_caozuo.GetComponentInChildren <Text>().text = "预购"; m_buy.gameObject.SetActive(true); m_buy.GetComponentInChildren <Text>().text = "购买"; break; case Slot.itemOwn.ownerplayer: m_caozuo.GetComponentInChildren <Text>().text = "出售"; m_sellItem = _image.transform.parent.gameObject; m_buy.gameObject.SetActive(false); break; default: break; } //存入对象池 itemObjectpoolManager.instance.setCompositeslotpool(); //物品名字的显示 m_name.text = _item.Name; //物品说名的显示 m_Explain.text = Processingstrings(_item.Explain); //显示可合成物品 showCompositeSlot(_item); //根据是否有物品树显示金钱 if (_itemLeaf != null) { m_fatherItem = _itemLeaf; m_goldText.text = showGoldText(); } m_itemImage.sprite = _image.sprite; }