//角色装备按钮点击事件 public void ShowGoodsItem(UISceneWidget eventObj, GoodsItem gi, bool isLeft) { if (gi.Goods.GoodsType == GoodsType.Equip) { UIGoodsItem uigi = null; BackpackRoleEquip roleEquip = null; if (isLeft) { uigi = eventObj.GetComponent <UIGoodsItem>(); } else { roleEquip = eventObj.GetComponent <BackpackRoleEquip>(); } UIGoods.Instance.Close(); //关闭道具界面 UIEquip.Instance.Show(gi, isLeft, uigi, roleEquip); //显示装备界面 } else /*if(gi.Goods.GoodsType == GoodsType.Drug)*/ { UIGoodsItem uigi = eventObj.GetComponent <UIGoodsItem>(); UIEquip.Instance.Close(); //关闭装备界面 UIGoods.Instance.Show(gi, uigi); //显示道具界面 } //如果是装备类型,且为背包装备,或者不为装备类型,可以出售物品 if ((gi.Goods.GoodsType == GoodsType.Equip && isLeft) || gi.Goods.GoodsType != GoodsType.Equip) { this.uigi = eventObj.GetComponent <UIGoodsItem>(); EnableButton(); //出售价格 = 物品单价 × 物品数量 mLabel_Price.text = (this.uigi.goodsItem.Goods.Price * this.uigi.goodsItem.Count).ToString(); } }
public void Show(GoodsItem gi, bool isLeft, UIGoodsItem uigi, BackpackRoleEquip roleEquip) { // gameObject.SetActive(true); SetVisible(true); goodsItem = gi; uiGoodsItem = uigi; this.roleEquip = roleEquip; Vector3 pos = transform.localPosition; //自身坐标 this.isLeft = isLeft; if (isLeft) //如果在左边显示 { transform.localPosition = new Vector3(-Mathf.Abs(pos.x), pos.y, pos.z); //Mathf.Abs取绝对值 mLabel_Equip.text = "装备"; } else { transform.localPosition = new Vector3(Mathf.Abs(pos.x), pos.y, pos.z); mLabel_Equip.text = "脱下"; } mSprite_Equip.spriteName = gi.Goods.ICON; mLabel_Name.text = gi.Goods.Name; mLabel_Quality.text = gi.Goods.Quality.ToString(); mLabel_Damage.text = gi.Goods.Damage.ToString(); mLabel_Hp.text = gi.Goods.HP.ToString(); mLabel_Des.text = gi.Goods.Des; mLabel_Lv.text = gi.Level.ToString(); }
private SpringPanel springPanel; //复位背包列表 void Awake() { Instance = this; mButton_Closed = GetWidget("Button_Closed"); if (mButton_Closed != null) { mButton_Closed.OnMouseClick = this.ButtonClosedOnClick; } Equip_Weapon = Global.FindChild <BackpackRoleEquip>(transform, "Button_Weapon"); Equip_Clothes = Global.FindChild <BackpackRoleEquip>(transform, "Button_Clothes"); Equip_Pants = Global.FindChild <BackpackRoleEquip>(transform, "Button_Pants"); Equip_Bracers = Global.FindChild <BackpackRoleEquip>(transform, "Button_Bracers"); Equip_Necklace = Global.FindChild <BackpackRoleEquip>(transform, "Button_Necklace"); Equip_Shoes = Global.FindChild <BackpackRoleEquip>(transform, "Button_Shoes"); mLabel_Hp = Global.FindChild <UILabel>(transform, "Label_Hp"); mLabel_Mp = Global.FindChild <UILabel>(transform, "Label_Mp"); mLabel_GoodsCount = Global.FindChild <UILabel>(transform, "Label_GoodsCount"); mLabel_Price = Global.FindChild <UILabel>(transform, "Label_Price"); mLabel_Power = Global.FindChild <UILabel>(transform, "Label_Power"); mButton_Arrange = GetWidget("Button_Arrange"); if (mButton_Arrange != null) { mButton_Arrange.OnMouseClick = this.ButtonArrangeOnClick; } mButton_sale = GetWidget("Button_Sale"); if (mButton_sale != null) { mButton_sale.OnMouseClick = this.ButtonsaleOnClick; } DisableButton(); //禁用出售按钮 GoodsManager.Instance.FindGoods(); //初始化背包列表 mLabel_Power.text = CharacterTemplate.Instance.GetPower().ToString(); //设置战斗力数值 UpdateGoodsInfo(); //更新背包栏 v3 = new Vector3(372f, 157f, 0); }