// 点选装备 private void OnClickLevel(int index, ListItemWidget widget) { SmithyLevelWidget w = widget as SmithyLevelWidget; if (w != null) { SelectEquip(w.EquipID); } }
private void UpdateList() { if (_equipType == ItemType.NONE) { _listLevel.gameObject.SetActive(false); return; } _listLevel.gameObject.SetActive(true); if (_equipType == ItemType.BOOK) { // 兵法 List <BingfaConfig> list = new List <BingfaConfig>(); foreach (var item in BingfaConfigLoader.Data) { if (item.Value.Type == (int)_equipType) { list.Add(item.Value); } } _listLevel.MaxCount = list.Count; _listLevel.OnListItemAtIndex = (index) => { SmithyLevelWidget widget = _listLevel.CreateListItemWidget <SmithyLevelWidget>(0); widget.OnClickCallback = OnClickLevel; widget.SetInfo(list[index], _smithyLevel < list[index].BuildingLevelDemand); return(widget); }; _listLevel.Refresh(); } else { // 装备 List <EquipmentConfig> list = new List <EquipmentConfig>(); foreach (var item in EquipmentConfigLoader.Data) { if (item.Value.Type == (int)_equipType) { list.Add(item.Value); } } _listLevel.MaxCount = list.Count; _listLevel.OnListItemAtIndex = (index) => { SmithyLevelWidget widget = _listLevel.CreateListItemWidget <SmithyLevelWidget>(0); widget.OnClickCallback = OnClickLevel; widget.SetInfo(list[index], _smithyLevel < list[index].BuildingLevelDemand); return(widget); }; _listLevel.Refresh(); } SelectLevelByIndex(0); }