public bool MinusId(int id, int count = 1) { inventoryitemgrid grid = null; foreach (inventoryitemgrid temp in itemGridList) { if (temp.id == id) { grid = temp; break; } } if (grid == null) { return(false); } else { bool isSucccess = grid.MinusNumber(count); return(isSucccess); } }
protected override void OnDragDropRelease(GameObject surface) { base.OnDragDropRelease(surface); if (surface != null) { if (surface.tag == tags.inventot_item_Grid) { if (surface == this.transform.parent.gameObject) { //resetPoisition(); } else { inventoryitemgrid oldParent = this.transform.parent.GetComponent <inventoryitemgrid>(); this.transform.parent = surface.transform; //resetPoisition(); inventoryitemgrid newParent = surface.GetComponent <inventoryitemgrid>(); newParent.selid(oldParent.id, oldParent.num); oldParent.clearInfo(); } } else if (surface.tag == tags.inventot_item) { inventoryitemgrid grid1 = this.transform.parent.GetComponent <inventoryitemgrid>(); inventoryitemgrid grid2 = surface.transform.parent.GetComponent <inventoryitemgrid>(); int id = grid1.id; int num = grid1.num; grid1.selid(grid2.id, grid2.num); grid2.selid(id, num); } else if (surface.tag == tags.shortcut) { surface.GetComponent <shortcutgrid>().SetInventory(id); } } resetPoisition(); }
public void GetId(int id, int count = 1) { //第一步 查找所有物品中是否存在 //第二步 如果存在,让物品加一 //第三 如果不存在 查找空的方格 inventoryitemgrid grid = null; foreach (inventoryitemgrid temp in itemGridList) { if (temp.id == id) { grid = temp; break; } } if (grid != null) { grid.plusNumber(count); } else { foreach (inventoryitemgrid temp in itemGridList) { if (temp.id == 0) { grid = temp; break; } } if (grid != null) { GameObject itemGo = NGUITools.AddChild(grid.gameObject, inventoryItem); itemGo.transform.localPosition = Vector3.zero; grid.selid(id, count); } } }