/// <summary> /// 设置道具详情信息 /// </summary> /// <param name="model"></param> private void SetupItemData(ItemModel model) { m_ItemNameText.text = model.Name; m_ItemDesText.text = model.GetItemDes(); m_ItemTypeText.text = model.GetItemCategory(); // 图标 GameEntry.Resource.LoadAsset(AssetUtility.GetItemSprite(model.Icon), typeof(Sprite), new LoadAssetCallbacks(LoadAssetSuccessCallback)); switch (m_ItemInfoType) { case ItemInfoType.HumanEquipment: m_HumanEquipModel = (HumanEquipModel)model; SetupHumanEquipmentItemData(m_HumanEquipModel); break; case ItemInfoType.VehiclenEquipment: m_VehicleEquipModel = (VehicleEquipModel)model; SetupVehicleEquipmentItemData(m_VehicleEquipModel); break; case ItemInfoType.Knapsack: m_KnapsackModel = (KnapsackModel)model; SetupKnapsackItemData(m_KnapsackModel); break; } }
protected override void OnClose(object userData) { base.OnClose(userData); m_KnapsackModel = null; m_HumanEquipModel = null; m_VehicleEquipModel = null; m_ItemIcon.enabled = false; }
/// <summary> /// 脱掉战车装备 /// </summary> /// <param name="model"></param> /// <returns></returns> public void TakeOffVehicleEquipment(VehicleEquipModel model) { Log.Debug(model.Name); // 先判断背包能不能放的下 if (!GameEntry.Controller.Knapsack.KnapsackCapacityEnough(model.Id, 1)) { Log.Debug("背包满了"); return; } // 能放下才能卸下 // 最后卸下装备 }
/// <summary> /// 设置战车装备界面道具信息 /// </summary> /// <param name="model"></param> private void SetupVehicleEquipmentItemData(VehicleEquipModel model) { m_FuncButton1.gameObject.SetActive(true); m_FuncButton1.GetComponentInChildren <Text>().text = "卸下"; m_FuncButton2.gameObject.SetActive(false); }