Esempio n. 1
0
    /// <summary>
    /// 想背包中添加物品
    /// </summary>
    public void Add(T item, ConstantDefine.BagItemType bagType, byte count = 1)
    {
        bool opned = m_canvas.activeSelf;

        m_canvas.SetActive(true);
        if (m_bagItems.ContainsKey(item.itemType))
        {
            m_bagItems[item.itemType].count += count;

            //增加数量显示UI
            AddCountForIndexUI(m_bagItems[item.itemType].index, count);
        }
        else if (m_bagItems.Count < capacity)
        {
            //没有该物品,但背包不满


            //创建物品UI
            GameObject itemUIGO = Object.Instantiate(Resources.Load("ui/item/item")) as GameObject;
            itemUIGO.GetComponent <Image>().sprite = Resources.Load <Sprite>("ui/item/" + item.itemInfo.name);
            BagItemUI bagItemUI = itemUIGO.GetComponent <BagItemUI>();
            bagItemUI.bagType  = bagType;
            bagItemUI.itemInfo = item.itemInfo;
            bagItemUI.type     = item.itemType;
            //当选择此物品时,点击使用就会触发OnUsed
            bagItemUI.onUsedMethod = item.OnUsed;

            m_bagItems.Add(item.itemType, new BagItemData(count, (byte)m_bagItems.Count, itemUIGO));

            //在背包UI中添加
            Transform     gridElementTF = m_bagGridTF.GetChild(m_bagItems.Count - 1);
            RectTransform itemUITF      = itemUIGO.transform as RectTransform;
            itemUITF.SetParent(gridElementTF, false);
            //只在背景之上
            itemUITF.SetSiblingIndex(1);
            //数量
            Text countText = gridElementTF.GetChild(2).GetComponent <Text>();
            countText.text = m_bagItems[item.itemType].count.ToString();
        }
        else
        {
            //背包满,UI提示
        }

        if (!opned)
        {
            m_canvas.SetActive(false);
        }
    }
Esempio n. 2
0
    public Bag(ConstantDefine.BagItemType type)
    {
        m_bagItems = new Dictionary <ConstantDefine.CollectionType, BagItemData>(capacity);

        bagType = type;
    }