/// <summary> /// 穿上 /// </summary> /// <param name="item"></param> public void PutOn(Item item) { Item exitItem = null; foreach (Slot slot in slots) { EquipmentSlot equipmentSlot = (EquipmentSlot)slot; if (equipmentSlot.IsRightItem(item)) { if (equipmentSlot.transform.childCount > 0) { ItemUI currentItemUI = equipmentSlot.transform.GetChild(0).GetComponent <ItemUI>(); exitItem = currentItemUI.Item; currentItemUI.SetItem(item, 1); } else { equipmentSlot.StoreItem(item); } break; } } if (exitItem != null) { Knapsack.Instance.StoreItem(exitItem); } UpdatePropertyText(); }
/// <summary> /// 穿戴装备 /// </summary> /// <param name="itemUI"></param> public void PutOn(ItemUI itemUI) { Item exitItem = null; foreach (Slot slot in Inventory.Instance.slotArr) { if (slot is EquipmentSlot) { EquipmentSlot equipmentSlot = (EquipmentSlot)slot; if (equipmentSlot.IsRightItem(itemUI.item)) { if (equipmentSlot.transform.childCount > 0) { exitItem = equipmentSlot.transform.GetChild(0).GetComponent <ItemUI>().item; } equipmentSlot.StoreItem(itemUI.item); break; } } } if (exitItem != null) { Inventory.Instance.StoreItem(exitItem); } }
/** * 穿戴装备功能 * */ public void PutOn(ItemDetail item) { foreach (Slot slot in slotArray) { EquipmentSlot equipmentSlot = (EquipmentSlot)slot; if (equipmentSlot.IsRightItem(item)) { if (equipmentSlot.transform.childCount > 0) { ItemUI currentItemUI = equipmentSlot.transform.GetChild(0).GetComponent <ItemUI>(); ItemDetail exitItem = currentItemUI.ItemDetail; Remove((Equipment)exitItem); Equip((Equipment)item); currentItemUI.SetItem(item, 1); Knapscak.Instance.StoreItem(exitItem); } else { equipmentSlot.StoreItem(item); Equip((Equipment)item); } break; } } UpdatePropertyText(); }
/// <summary> /// 穿上装备 /// </summary> /// <param name="item"></param> public void PutOn(Item item) { Item exitItem = null; // 如果槽里已有装备了,要卸下 foreach (Slot slot in slotList) { EquipmentSlot equipmentSlot = (EquipmentSlot)slot; // 找到合适的槽 if (equipmentSlot.IsRightItem(item)) { // 槽里有装备了 if (equipmentSlot.transform.childCount > 0) { ItemUI currentItemUI = equipmentSlot.transform.GetChild(0).GetComponent <ItemUI>(); exitItem = currentItemUI.Item; // 卸下的装备 currentItemUI.SetItem(item, 1); // 放入新装备 } // 槽里没装备,直接穿上 else { equipmentSlot.StoreItem(item); } break; } } // 将卸下的装备放入背包中 if (exitItem != null) { Knapsack.Instance.StoreItem(exitItem); } UpdatePropertyText(); }
//直接穿戴功能(不需拖拽) public void PutOn(Item item) { Item exitItem = null; //临时保存需要交换的物品 foreach (Slot slot in slotArray) //遍历角色面板中的物品槽,查找合适的的物品槽 { EquipmentSlot equipmentSlot = (EquipmentSlot)slot; if (equipmentSlot.IsRightItem(item)) //判断物品是否合适放置在该物品槽里 { if (equipmentSlot.transform.childCount > 0) //判断角色面板中的物品槽合适的位置是否已经有了装备 { ItemUI currentItemUI = equipmentSlot.transform.GetChild(0).GetComponent <ItemUI>(); exitItem = currentItemUI.Item; currentItemUI.SetItem(item, 1); } else { equipmentSlot.StoreItem(item); } break; } } if (exitItem != null) { Knapscak.Instance.StoreItem(exitItem); //把角色面板上是物品替换到背包里面 } UpdatePropertyText(); //更新显示角色属性值 }
public void PutOn(Item item) { Item exitItem = null; foreach (Slot slot in slotList) { EquipmentSlot equipmentSlot = (EquipmentSlot)slot; if (equipmentSlot.IsRightItem(item)) { if (equipmentSlot.transform.childCount > 0) { ItemUI currentItemUI = equipmentSlot.transform.GetChild(0).GetComponent <ItemUI>(); exitItem = currentItemUI.Item; currentItemUI.SetItem(item, 1); inventoryMng.knapsackPanel.StoreItem(exitItem); } else { equipmentSlot.StoreItem(item); } break; } } if (exitItem != null) { //view.knapsackPanel.StoreItem(exitItem); //TODO UpdatePropertyText(); } }
/// <summary> /// 鼠标右键,穿上装备 /// </summary> /// <param name="item"></param> public void PutOn(Item item) { Item itemTemp = null; // 用于做交换 // 遍历所有装备槽,找到合适的格子 foreach (Slot slot in slotList) { EquipmentSlot equipmentSlot = slot as EquipmentSlot; if (equipmentSlot.IsItemMatchSlotType(item)) { if (equipmentSlot.transform.childCount > 0) // 格子里已经有装备了 { ItemUI currentItemUI = equipmentSlot.transform.GetChild(0).GetComponent <ItemUI>(); // 记录交换前格子里的装备 itemTemp = currentItemUI.Item; // 变更格子里的装备 currentItemUI.SetItem(item, 1); // 换下来的装备放回到背包里 Knapsack.Instance.StoreItem(itemTemp); } else { equipmentSlot.StoreItem(item); } break; } } UpdateProertyText(); }
public void PutOn(Item item) { Item exitItem = null; foreach (Slot slot in slotArray) { EquipmentSlot equipSlot = (EquipmentSlot)slot; if (equipSlot.IsRightItem(item)) { if (equipSlot.transform.childCount > 0) { exitItem = equipSlot.transform.GetChild(0).GetComponent <ItemUi>().ItemObject; equipSlot.transform.GetChild(0).GetComponent <ItemUi>().SetItem(item); } else { equipSlot.StoreItem(item); } break; } } if (exitItem != null) { Knapasck.Instance.StoreItem(exitItem); } }
public void PutOn(Item item) { Item exitItem = null; foreach (Slot slot in slotList) { EquipmentSlot equipmentSlot = (EquipmentSlot)slot; if (equipmentSlot.IsRightItem(item)) { if (equipmentSlot.transform.childCount > 0) { ItemUI currentItemUI = equipmentSlot.transform.GetChild(0).GetComponent <ItemUI>(); exitItem = currentItemUI.Item; currentItemUI.SetItem(item, 1); } else { equipmentSlot.StoreItem(item); } break; } } if (exitItem != null) { Knapsack.Instance.StoreItem(exitItem); } AudioSvc.instance.PlayUIAudio(Constants.uiExtenBtn); UpdateSkinned(); }