protected override void SetItem() { m_ButtonUseItem.enabled = false; m_ButtonSellItem.enabled = false; ClearItemList(); Dictionary <int, int> playerItems = m_PlayerDataManager.m_PlayerWeapons; foreach (var item in playerItems) { if (item.Value > 0) { Weapon selWeapon = m_ElementManager.GetWeapon(item.Key); ItemSelection newObject = Instantiate(m_ItemUIPrefab, m_ItemList, false); List <string> weaponRangeText = new List <string>(); if (selWeapon.directAtk > 0) { weaponRangeText.Add($"<color=orange>直接</color>"); } if (selWeapon.indirectAtk > 0) { weaponRangeText.Add($"<color=lime>間接</color>"); } newObject.SetItemInfo(selWeapon.name, string.Join("<color=white>/</color>", weaponRangeText.ToArray()), item.Value); m_ItemSelections.Add(newObject); } } }
protected override void SetItem() { m_ItemGold.text = $"所持金 <color=yellow>{m_PlayerDataManager.m_PlayerGold}</color> Gold"; m_ButtonUseItem.enabled = false; ClearItemList(); List <int> shopItems = m_StageManager.m_ShopItemList; List <int> shopWeapons = m_StageManager.m_ShopWeaponList; for (int i = 0; i < shopItems.Count; i++) { Item selItem = m_ElementManager.GetItem(shopItems[i]); ItemSelection newObject = Instantiate(m_ItemUIPrefab, m_ItemList, false); string itemTypeName = ""; switch (selItem.itemType) { case ItemType.Cure: itemTypeName = "<color=red>回復</color>"; break; case ItemType.Resurge: itemTypeName = "<color=red>復活</color>"; break; case ItemType.Special: itemTypeName = "<color=lightblue>特殊</color>"; break; } newObject.SetItemInfo(this, shopItems[i], selItem.name, itemTypeName, selItem.price); m_ItemSelections.Add(newObject); } for (int i = 0; i < shopWeapons.Count; i++) { Weapon selWeapon = m_ElementManager.GetWeapon(shopWeapons[i]); ItemSelection newObject = Instantiate(m_ItemUIPrefab, m_ItemList, false); List <string> weaponRangeText = new List <string>(); if (selWeapon.directAtk > 0) { weaponRangeText.Add("<color=orange>直接</color>"); } if (selWeapon.indirectAtk > 0) { weaponRangeText.Add("<color=lime>間接</color>"); } newObject.SetItemInfo(this, shopItems[i], selWeapon.name, string.Join("<color=white>/</color>", weaponRangeText.ToArray()), selWeapon.price, true); m_WeaponSelections.Add(newObject); } }
protected virtual void SetItem() { int tempSelID = m_ItemSelectedId; m_ItemSelectedId = -1; m_ItemGold.text = $"所持金 <color=yellow>{ m_PlayerDataManager.m_PlayerGold}</color> Gold"; m_ButtonUseItem.enabled = false; m_ButtonSellItem.enabled = false; ClearItemList(); Dictionary <int, int> playerItems = m_PlayerDataManager.m_PlayerItems; foreach (var item in playerItems) { if (item.Value > 0) { Item setItem = GameMidiator.m_Instance.m_ElementManager.GetItem(item.Key); ItemSelection newObject = Instantiate(m_ItemUIPrefab, m_ItemList, false); string typeName = ""; switch (setItem.itemType) { case ItemType.Cure: typeName = "回復"; break; case ItemType.Resurge: typeName = "復活"; break; case ItemType.Special: typeName = "特殊"; break; } newObject.SetItemInfo(this, item.Key, setItem.name, typeName, item.Value); m_ItemSelections.Add(newObject); } } SetSelectedItem(tempSelID, false); }