/// <summary> /// 更新显示的UI,Sale /// </summary> public void InitializeSale(int num) { // 只有可出售且数目>0的才会显示出来 if (num <= 0 || !UiStore.Props[ID].CanSale) { img.sprite = null; img.color = Color.clear; HasProp = false; Price.gameObject.SetActive(false); } else { IProp prop = UiStore.Props[ID]; if (prop == null) { Debug.LogError("数据库中没有这个道具"); return; } img.sprite = prop.GetIcon(); HasProp = true; img.color = Color.white; Price.gameObject.SetActive(true); Price.text = prop.SalePrice.ToString(); } }
/// <summary> /// 更新显示的UI,只在数量变化时改变 /// </summary> public void UpdateImage(int num) { E.gameObject.SetActive(Selected); if (num == Num) { return; } Num = num; // 数目>=0和数目<0的不同显示 if (num < 0) { img.sprite = null; img.color = Color.clear; HasItem = false; count.gameObject.SetActive(false); } else { IProp prop = UiInventory.Props[ID]; if (prop == null) { Debug.LogError("数据库中没有这个道具"); return; } img.sprite = prop.GetIcon(); HasItem = true; img.color = Color.white; count.gameObject.SetActive(true); count.text = num.ToString(); } }
/// <summary> /// 只在初始化时执行一次 /// </summary> /// <param name="hasProp"></param> public void InitializeBuy(bool hasProp) { // 更新显示 HasProp = hasProp; if (!hasProp) { return; } IProp prop = UiStore.Props[ID]; if (prop == null) { Debug.LogError("数据库中没有这个道具"); return; } img.sprite = prop.GetIcon(); img.color = Color.white; Price.gameObject.SetActive(true); Price.text = prop.Price.ToString(); }