/* * public void AddRecommendData(NetData._ItemData itemData) * { * Item.EquipmentInfo info = itemData.GetEquipLowData(); * if (info == null)//크게 잘못된듯? * return; * * NewItemId.Add(itemData._itemIndex); * * Character.CharacterInfo charLowData = _LowDataMgr.instance.GetCharcterData(NetData.instance.GetUserInfo()._userCharIndex); * if (info.Class != charLowData.Class || NetData.instance.UserLevel < info.LimitLevel) * return; * * NetData._ItemData equipItem = NetData.instance.GetUserInfo().GetEquipParts((ePartType)info.UseParts); * if (equipItem != null && itemData._Attack <= equipItem._Attack)//의미 없는 아이템 * return; * * for (int j = 0; j < RecommendItemData.Count; j++)//보유중인 아이템 확인 * { * if (itemData.EquipPartType != RecommendItemData[j].EquipPartType) * continue; * * if (itemData._Attack <= RecommendItemData[j]._Attack)//의미 없는 아이템 무시. * return; * * RecommendItemData.RemoveAt(j);//더 좋은 걸 찾았다. 기존거 삭제 * break; * } * * RecommendItemData.Add(itemData); * if (!IsShowLoadingPanel()) * PopRecommendData(); * } * * public bool PopRecommendData() * { * if (RecommendItemData == null || RecommendItemData.Count <= 0) * return false; * * UIBasePanel townPanel = UIMgr.GetTownBasePanel(); * if (!TownState.TownActive || townPanel == null || !townPanel.gameObject.activeSelf) * return false; * * string path = "UIPopup/ChangePopup"; * UIMgr.Open(path, RecommendItemData); * * return true; * } */ /* * public bool IsNewItemForUID(ulong id) * { * if (id == 0) * return NewItemId.Count != 0 ? true : false; * * for (int i = 0; i < NewItemId.Count; i++) * { * if (!NewItemId[i].Equals(id)) * continue; * * return true; * } * * return false; * } * * public void ClearNewItemList() * { * NewItemId.Clear(); * } * * public void AddNewItemId(ulong id) * { * if (!NewItemId.Contains(id)) * NewItemId.Add(id); * } */ public void SetAlram(AlramIconType type, bool isAlram) { if ((int)type < AlramList.Count) { AlramList[(int)type] = isAlram ? 1 : 0; } }
public bool IsAlram(AlramIconType type) { if ((int)type < AlramList.Count) { return(AlramList[(int)type] == 1 ? true : false); } else { return(false); } }