// 熔炼按钮回调 private void OnClickDissolve() { // 没有选择符文 if (_selectRuneList.Count <= 0) { InterfaceControler.GetInst().AddMsgBox(GameUtils.getString("runemelt_bubble4"), selfTransform.transform.parent); return; } // 检测高品质和是否已经装配 for (int i = 0; i < _selectRuneList.Count; i++) { SelectRune item = _selectRuneList[i]; if (item._rune.getRune_quality() >= 5 || item._data.IsEquip()) { // 弹窗提示 UI_RechargeBox box = UI_HomeControler.Inst.AddUI(UI_RechargeBox.UI_ResPath).GetComponent <UI_RechargeBox>(); box.SetIsNeedDescription(false); box.SetDescription_text(GameUtils.getString("runemelt_window1")); box.SetLeftBtn_text(GameUtils.getString("common_button_ok")); box.SetLeftClick(OnClickConfirmBtn); box.SetRightBtn_text(GameUtils.getString("common_button_cancel")); box.SetRightClick(OnClickCancelBtn); return; } } SendMessage(); }
// 移除一个选择的符文 public void RemoveSelectRune(int index, int tableID, int smelt, int money, X_GUID guid) { for (int i = 0; i < _selectRuneList.Count; ++i) { SelectRune item = _selectRuneList[i]; if (item.index == index) { _selectRuneList.Remove(item); DestroyImmediate(item.gameObject); break; } } UpdateSelectItem(); _gainExp -= smelt; _gainGold -= money; UpdateShow(_selectRuneList.Count); for (int i = 0; i < _curRuneList.Count; ++i) { if (_curRuneList[i].item.GetItemGuid() == guid) { _curRuneList[i].isSelect = false; break; } } // 更新灰图显示 if (_selectRuneList.Count == 12) { isAdd = false; } _runeListLayout.UpdateCell(); }
void UpdateSelectItem() { for (int i = 0; i < _selectRuneList.Count; ++i) { SelectRune item = _selectRuneList[i]; RectTransform rect = item.GetComponent <RectTransform>(); rect.anchoredPosition3D = _selectRuneExp.transform.GetChild(i).GetComponent <RectTransform>().anchoredPosition3D; } }
// 添加一个选择的符文 public bool AddSelectRune(int index, int tableID, int smelt, int money, X_GUID guid) { // 判断是否超出了范围 if (_selectRuneList.Count >= 12) { InterfaceControler.GetInst().AddMsgBox(GameUtils.getString("heromelt_bubble2"), selfTransform.transform.parent); return(false); } GameObject cell = Instantiate(Resources.Load("UI/Prefabs/UI_Rune/UI_RuneIcon")) as GameObject; SelectRune select = cell.AddComponent <SelectRune>(); select.index = index; select.tableID = tableID; select.guid = _curRuneList[index].item.GetItemGuid(); select.ShowInfo(); cell.transform.parent = _selectRuneItem.transform; cell.transform.localScale = new UnityEngine.Vector3(1, 1, 1); _selectRuneList.Add(select); UpdateSelectItem(); _gainExp += smelt; _gainGold += money; UpdateShow(_selectRuneList.Count); for (int i = 0; i < _curRuneList.Count; ++i) { if (_curRuneList[i].item.GetItemGuid() == guid) { _curRuneList[i].isSelect = true; break; } } // 更新灰图显示 if (_selectRuneList.Count == 12) { isAdd = true; } _runeListLayout.UpdateCell(); return(true); }