public override void UpdateUI() { ClearMaterials(); base.UpdateUI(); if (item == null) { return; } Piece.InventoryPiece piece = (Piece.InventoryPiece)item; for (int i = 0; i < piece.piece.materialsNeeded.Length; i++) { GameObject go = ObjectPool.Instantiate(prefab, prefab.transform.position, prefab.transform.rotation, parent); RectTransform rect = go.GetComponent <RectTransform>(); rect.transform.localScale = Vector3.one; InventoryItemUI itemUI = go.GetComponent <InventoryItemUI>(); GameMaterial.InventoryItem gmItem = new GameMaterial.InventoryItem() { material = piece.piece.materialsNeeded[i].material, quantity = piece.piece.materialsNeeded[i].quantity }; itemUI.item = gmItem; itemUI.UpdateUI(); } }
public void Show(InventoryItem it, InventoryItemUI itUI, KnapsackRoleEquip roleEquip, bool isLeft = true) { OnForwardClick(); this.it = it; this.itUI = itUI; this.roleEquip = roleEquip; Vector3 pos = transform.localPosition; this.isLeft = isLeft; if (isLeft) { transform.localPosition = new Vector3(-Mathf.Abs(pos.x), pos.y, pos.z); equipdownText.text = "穿上装备"; } else { transform.localPosition = new Vector3(Mathf.Abs(pos.x), pos.y, pos.z); equipdownText.text = "御下装备"; } zhuangbeiImage.overrideSprite = Resources.Load(it.Inventory.Icon, typeof(Sprite)) as Sprite; nameText.text = it.Inventory.Name; zheliangText.text = it.Inventory.Quality.ToString(); dangeText.text = it.Inventory.Damage.ToString(); leftText.text = it.Inventory.HP.ToString(); // levelText.text = it.Level.ToString(); powerText.text = it.Inventory.Power.ToString(); // doesText.text = it.Inventory.Des; // }
//接受点击每个小格子传来消息 public void OnInventoryClick(object[] objectArray) { InventoryItem it = objectArray[0] as InventoryItem; InventoryItemUI itUI =null; KnapspackRoleEquip kre = null; bool isLeft=false; if(it.Inventory.InventoryTYPE==InventoryType.Equip) { isLeft= (bool)objectArray[1]; if(isLeft) { itUI = objectArray[2] as InventoryItemUI; } else { kre = objectArray[2] as KnapspackRoleEquip; } equip.Show(it,itUI,isLeft); } else { itUI = objectArray[2] as InventoryItemUI; inventoryPopup.Show(it,itUI); } if((it.Inventory.InventoryTYPE==InventoryType.Equip&&isLeft)||it.Inventory.InventoryTYPE!=InventoryType.Equip) { this.itUI = objectArray[2] as InventoryItemUI; EnableButton(itUI.it.Inventory.Price*itUI.it.Count); } }
public void Close() { gameObject.SetActive(false); it = null; itui = null; eitem = null; }
public void Show(InventoryItem it, InventoryItemUI itUI, bool isLeft = true) { gameObject.SetActive(true); this.it = it; this.itUI = itUI; this.isLeft = isLeft; if (isLeft) { btnText.text = "卸下"; transform.GetComponent <RectTransform>().anchoredPosition = new Vector2(400, 0); } else { btnText.text = "装备"; transform.GetComponent <RectTransform>().anchoredPosition = new Vector2(0, 0); } equipImage.sprite = Resources.Load("Equip/" + it.Inventory.ICON, typeof(Sprite)) as Sprite; nameText.text = it.Inventory.Name; qualityText.text = it.Inventory.Quality.ToString(); damageText.text = it.Inventory.Damage.ToString(); hpText.text = it.Inventory.HP.ToString(); powerText.text = it.Inventory.Power.ToString(); levelText.text = it.Inventory.Level.ToString(); desText.text = it.Inventory.DES; }
public void OnThrowButtonClicked() { if (mSelectedItem == null) { Debug.LogError("No selected item."); return; } var item = mSelectedItem.Item; var spec = item.Spec as InventoryItemThrowableSpec; if (spec == null) { return; } InventoryActionsPanel.SetActive(false); mSelectedItem = null; UpdateInfoPanel(); if (!mGameController.Inventory.RemoveItem(item, notifyChanged: false)) { return; } mUI.OnCloseInventoryButtonClicked(); mGameController.PerformThrowAttack(spec.Throwable); }
public void OnEatButtonClicked() { if (mSelectedItem == null) { Debug.LogError("No selected item."); return; } var item = mSelectedItem.Item; var spec = item.Spec as InventoryItemConsumableSpec; if (spec == null) { return; } InventoryActionsPanel.SetActive(false); mSelectedItem = null; UpdateInfoPanel(); if (!mGameController.Inventory.RemoveItem(item)) { return; } mGameController.AdjustHealth(spec.HealthBonusPercent * mGameController.MaxHealth / 100L); }
public void OnEquipButtonClicked() { if (mSelectedItem == null) { Debug.LogError("No selected item."); return; } var item = mSelectedItem.Item; var spec = item.Spec as InventoryItemWeaponSpec; if (spec == null) { return; } if (mGameController.EquippedWeapon != item) { mGameController.EquipWeapon(item); Refresh(false); } InventoryActionsPanel.SetActive(false); mSelectedItem = null; UpdateInfoPanel(); mUI.OnCloseInventoryButtonClicked(); }
public void ClickItem(InventoryItemUI item, Vector2 position) { if (item != null && item.Item != null && item.Item.Spec != null && !InventoryActionsPanel.activeSelf) { mSelectedItem = item; UpdateInfoPanel(); InventoryActionsPanel.SetActive(true); InventoryActionsPanelContents.GetComponent <RectTransform>().anchoredPosition = position; var weapon = mSelectedItem.Item.Spec as InventoryItemWeaponSpec; bool isWeapon = weapon != null; bool isFood = mSelectedItem.Item.Spec is InventoryItemConsumableSpec; bool isThrowable = mSelectedItem.Item.Spec is InventoryItemThrowableSpec; bool isEquipped = mSelectedItem.Item == mGameController.EquippedWeapon; bool canThrow = !isEquipped && isThrowable; bool canEat = isFood; bool canUpgrade = isWeapon && weapon.CanUpgrade(); bool canEquip = isWeapon && !isEquipped; if (canUpgrade) { string cost = $"<size=60%><color=#FF4040>-{weapon.GetUpgradeCost()}"; UpgradeButtonText.text = String.Format(Language.Current.UpgradeButton, cost); } NoActions.SetActive(!canThrow && !canEat && !canUpgrade && !canEquip); ThrowButton.SetActive(canThrow); EatButton.SetActive(canEat); UpgradeButton.SetActive(canUpgrade); EquipButton.SetActive(canEquip); } }
public void SetEquipPopup(InventoryItem item, InventoryItemUI itemUI, KnapsackRoleEquip roleEquip, bool isLeft = true) { this.gameObject.SetActive(true); this.isLeft = isLeft; if (isLeft == true) { this.transform.position = Vector3.zero; btnLabel.text = "装备"; } else { this.transform.localPosition = new Vector3(500f, 0f, 0f); btnLabel.text = "卸下"; } this.inventory = item; this.inventoryItemUI = itemUI; this.roleEquip = roleEquip; sprite.spriteName = item.Inventory.Icon; nameLabel.text = item.Inventory.Name; qualityLabel.text = item.Inventory.Quality.ToString(); damageLabel.text = item.Inventory.Damage.ToString(); hpLabel.text = item.Inventory.Hp.ToString(); powerLabel.text = item.Inventory.Power.ToString(); desLabel.text = item.Inventory.Des; levelLabel.text = item.Level.ToString(); }
//接受点击每个小格子传来消息 public void OnInventoryClick(object[] objectArray) { InventoryItem it = objectArray[0] as InventoryItem; InventoryItemUI itUI = null; KnapspackRoleEquip kre = null; bool isLeft = false; if (it.Inventory.InventoryTYPE == InventoryType.Equip) { isLeft = (bool)objectArray[1]; if (isLeft) { itUI = objectArray[2] as InventoryItemUI; } else { kre = objectArray[2] as KnapspackRoleEquip; } equip.Show(it, itUI, isLeft); } else { itUI = objectArray[2] as InventoryItemUI; inventoryPopup.Show(it, itUI); } if ((it.Inventory.InventoryTYPE == InventoryType.Equip && isLeft) || it.Inventory.InventoryTYPE != InventoryType.Equip) { this.itUI = objectArray[2] as InventoryItemUI; EnableButton(itUI.it.Inventory.Price * itUI.it.Count); } }
public void onInventoryClick(object[] objArray) { InventoryItem it = objArray[0] as InventoryItem; bool isLeft = (bool)objArray[1]; if (it.Inventory.InventoryType == InventoryType.Equip) { inventoryPopup.onClose(); if (isLeft == false) { itUI = objArray[2] as InventoryItemUI; enableSellBtn(); sellPriceTxt.text = (itUI.it.Inventory.Price * itUI.it.Count).ToString(); } equipPopup.Show(it, itUI, isLeft); } else { itUI = objArray[2] as InventoryItemUI; equipPopup.onClose(); inventoryPopup.Show(it, itUI); enableSellBtn(); sellPriceTxt.text = (itUI.it.Inventory.Price * itUI.it.Count).ToString(); } }
public void OnEquipClick(object[] objectArry) { it = (InventoryItem)objectArry[0]; isLeft = (bool)objectArry[1]; if (isLeft) { itUI = (InventoryItemUI)objectArry[2]; } else { kSRE = (KnapStackRoleEquip)objectArry[2]; } if (it.inventory.ItemsType == ItemType.Equip) { equipInfoFrame.ShowEquipInfoUI(it, itUI, kSRE, isLeft); itemInfoFrame.CloseButtonClick(); } else { itUI = (InventoryItemUI)objectArry[2]; itemInfoFrame.ShowItemDesUI(it, itUI); equipInfoFrame.CloseButtonClick(); } if (it.inventory.ItemsType != ItemType.Equip || (it.inventory.ItemsType == ItemType.Equip && isLeft)) { this.transform.GetChild(2).SendMessage("OnEnableButton", (InventoryItemUI)objectArry[2]); } }
public void OnInventoryClick(object[] arr) { InventoryItem item = arr[0] as InventoryItem; bool isLeft = (bool)arr[1]; InventoryItemUI itemUI = null; KnapsackRoleEquip roleEquip = null; if (isLeft) { itemUI = arr[2] as InventoryItemUI; } else { roleEquip = arr[2] as KnapsackRoleEquip; } if (item.Inventory.InventoryType == InventoryType.Equip) { equipPopup.SetEquipPopup(arr[0] as InventoryItem, itemUI, roleEquip, isLeft); } else { InventoryItemUI itemUIdrug = arr[2] as InventoryItemUI; inventoryPopup.SetInventoryPopup(arr[0] as InventoryItem, itemUIdrug); } }
private void Update() { if ( GameMaster.sharedInstance.currentScene.name != SceneName.mainMenu && GameMaster.sharedInstance.currentScene.name != SceneName.characterSelection ) { if (Input.GetKeyUp(KeyCode.I)) { inventoryPanel.SetActive(!inventoryPanel.activeInHierarchy); } } if (Input.GetKeyUp(KeyCode.G)) { GameObject newButton = Instantiate(inventoryItemElement) as GameObject; InventoryItemUI inventoryItemUI = newButton.GetComponent <InventoryItemUI>(); inventoryItemUI.itemElementText.text = string.Format("Nuevo ítem {0}", Time.time); newButton.transform.SetParent(inventoryPanelItem); //inventoryItemUI.equipButton.GetComponent<Button>().onClick.AddListener( // () => // { // } //); //newButton.transform.SetParent(inventoryPanelItem); } }
// Adds an Item at origin x, y using item's space // TODO: Prechecks for performance // A: Check if item shape > inventory shape (very unlikely) // B: Keep track of remaining space and compare remaining space before anything else public bool AddItemAtSlot(InventoryItemUI item, int x, int y) { // Debug.Log(PrintGrid()); Debug.Log("Base State:"); // Debug.Log(PrintLayout()); Debug.Log("..........."); foreach (Vector2 slotPosition in item.itemSlots) { if (!(IsSlotFree(new Vector2(slotPosition.x + x, slotPosition.y + y)))) { return(false); } } foreach (Vector2 slotPosition in item.itemSlots) { GetSlotAt(x + (int)slotPosition.x, y + (int)slotPosition.y).Take(); } Debug.Log("After Adding:"); // Debug.Log(PrintLayout()); item.transform.SetParent(transform.parent); item.transform.localPosition = GetSlotAt(x, y).transform.localPosition; return(true); }
public void Show(InventoryItem it, InventoryItemUI itUI, bool isleft = true) { this.it = it; this.itUI = itUI; gameObject.SetActive(true); Vector3 pos = transform.localPosition; this.isLeft = isleft; if (isleft) { transform.localPosition = new Vector3(-Mathf.Abs(pos.x), pos.y, pos.z); buttonnameLbel.text = "装备"; upgradeBtn.isEnabled = false; } else { transform.localPosition = new Vector3(Mathf.Abs(pos.x), pos.y, pos.z); buttonnameLbel.text = "卸下"; upgradeBtn.isEnabled = true; } icon.spriteName = it.Inventory.Icon; nameLabel.text = it.Inventory.Name; qualityLabel.text = it.Inventory.Quality.ToString(); lifeLabel.text = it.Inventory.HP.ToString(); damageLabel.text = it.Inventory.Damage.ToString(); powerLabel.text = it.Inventory.Power.ToString(); desLabel.text = it.Inventory.Des.ToString(); levelLabel.text = it.Level.ToString(); }
public void CloseButtonClick() { this.it = null; this.itUI = null; this.gameObject.SetActive(false); InventoryUI.GetInstance.OnDisableButton(); }
public void Show(InventoryItem it, InventoryItemUI itUI, KnapsackRoleEquip roleEquip, bool isLeft = true) { gameObject.SetActive(true); this.it = it; this.itUI = itUI; this.roleEquip = roleEquip; Vector3 pos = transform.localPosition; this.isLeft = isLeft; if (isLeft) { transform.localPosition = new Vector3(-Mathf.Abs(pos.x), pos.y, pos.z); btnLabel.text = "装备"; } else { transform.localPosition = new Vector3(Mathf.Abs(pos.x), pos.y, pos.z); btnLabel.text = "卸下"; } equipSprite.spriteName = it.Inventory.ICON; nameLabel.text = it.Inventory.Name; qualityLabel.text = it.Inventory.Quality.ToString(); damageLabel.text = it.Inventory.Damage.ToString(); hpLabel.text = it.Inventory.HP.ToString(); powerLabel.text = it.Inventory.Power.ToString(); desLabel.text = it.Inventory.Des; levelLabel.text = it.Level.ToString(); }
/// <summary> /// 点击卸下按钮和装备按钮是触发 /// </summary> public void OnEquipClick() { int startValue = PlayerInfo._instance.GetAllPower(); //左边v表示从背包里面点击 ---装备 if (this.isLeft) { //清空背包ui的item this.itUI.Clear(); PlayerInfo._instance.DressOn(this.item); }//右边表示从role中点击装备 ---卸下 else { this.itRole.Clear(); PlayerInfo._instance.DressOff(this.item); } this.item = null; this.itUI = null; gameObject.SetActive(false); int endValue = PlayerInfo._instance.GetAllPower(); //PlayerInfo._instance.PowerNum = endValue; PowerShow.instance.ShowPowerChange(startValue, endValue); InventoryUI._instance.SendMessage("UpdateCount");// to inventoryUi 更新格子个数-1 transform.parent.SendMessage("DisBtn"); }
public void OnInventoryClick(object[] objectArray) { InventoryItem it = objectArray[0] as InventoryItem; bool isleft = (bool)objectArray[1]; if (it.Inventory.InventoryType == InventoryType.Equip || it.Inventory.InventoryType == InventoryType.Pet || it.Inventory.InventoryType == InventoryType.PetEquip) { InventoryItemUI itUI = null; KnapsackRoleEquip roleEquip = null; if (isleft == true) { itUI = objectArray[2] as InventoryItemUI; } else { roleEquip = objectArray[2] as KnapsackRoleEquip; } inventory.CloseOn(); equip.Show(it, itUI, roleEquip, isleft); } else { InventoryItemUI itUI = objectArray[2] as InventoryItemUI; equip.closeon(); inventory.Show(it, itUI); } if ((it.Inventory.InventoryType == InventoryType.Equip && isleft == true) || it.Inventory.InventoryType != InventoryType.Equip) { this.itUI = objectArray[2] as InventoryItemUI; EnableButton(); pricesale.text = (this.itUI.it.Inventory.Price * this.itUI.it.Count).ToString(); } }
public void OnDrop(BaseEventData data) { InventoryItemUI droppedItemUI = inventoryUI.GetDraggedInventoryItem(); InventoryItem droppedItem = droppedItemUI.GetItem(); SetItem(droppedItem); }
public void ShowEquipInfoUI(InventoryItem it, InventoryItemUI itemUI, KnapStackRoleEquip kSRE, bool isLeft = true) { this.gameObject.SetActive(true); this.it = it; this.itUI = itemUI; this.kSRE = kSRE; Vector3 pos = this.transform.localPosition; equipName.text = it.inventory.Name; quality.text = it.inventory.Quality.ToString(); damage.text = it.inventory.Damge.ToString(); hP.text = it.inventory.HP.ToString(); startLevel.text = it.Level.ToString(); power.text = it.inventory.Power.ToString(); des.text = it.inventory.Des; equipSprite.spriteName = it.inventory.IconName; if (isLeft) { equipLabel.text = "装备"; this.transform.localPosition = new Vector3(-Mathf.Abs(30), pos.y, pos.z); edEquip.Set(this, "EquipButtonClick"); } else { equipLabel.text = "卸下"; edEquip.Set(this, "EquipPutOff"); this.transform.localPosition = new Vector3(Mathf.Abs(220), pos.y, pos.z); } equipButton.onClick.Add(edEquip); }
public void OnInventoryClick(object[] objectArray) { InventoryItem it = objectArray[0] as InventoryItem; bool isLeft = (bool)objectArray[1]; if(it.Inventory.InventoryType == InventoryType.Equip) { InventoryItemUI itUI = null; KnapsackRoleEquip roleEquip = null; if(isLeft == true) { itUI = objectArray[2] as InventoryItemUI; } else { roleEquip = objectArray[2] as KnapsackRoleEquip; } inventoryPopup.Close(); equipPopup.Show(it,itUI,roleEquip,isLeft); } else { InventoryItemUI itUI = objectArray[2] as InventoryItemUI; equipPopup.Close(); inventoryPopup.Show(it, itUI); } if ((it.Inventory.InventoryType == InventoryType.Equip && isLeft == true) || it.Inventory.InventoryType != InventoryType.Equip) { this.itUI = objectArray[2] as InventoryItemUI; EnableButton(); priceLabel.text = (itUI.it.Inventory.Price * this.itUI.it.Count).ToString(); } }
public void onClose() { it = null; itUI = null; this.gameObject.SetActive(false); Knaspack._intance.disableSellBtn(); }
public void Show(InventoryItem it,InventoryItemUI itUI,bool isleft=true) { this.it = it; this.itUI = itUI; gameObject.SetActive(true); Vector3 pos = transform.localPosition; this.isLeft = isleft; if(isleft) { transform.localPosition = new Vector3(-Mathf.Abs(pos.x),pos.y,pos.z); buttonnameLbel.text = "装备"; upgradeBtn.isEnabled = false; } else { transform.localPosition = new Vector3(Mathf.Abs(pos.x), pos.y, pos.z); buttonnameLbel.text = "卸下"; upgradeBtn.isEnabled = true; } icon.spriteName = it.Inventory.Icon; nameLabel.text = it.Inventory.Name; qualityLabel.text = it.Inventory.Quality.ToString(); lifeLabel.text = it.Inventory.HP.ToString(); damageLabel.text = it.Inventory.Damage.ToString(); powerLabel.text = it.Inventory.Power.ToString(); desLabel.text = it.Inventory.Des.ToString(); levelLabel.text = it.Level.ToString(); }
/// <summary> /// Creates UI item, plays its "get" animation and adds it to list of active UI items /// </summary> /// <param name="key">Item to create a UI item from</param> public void AddItem(InteractableItemKey key) { // If slot already exists, make that item fill the slot foreach (InventoryItemUI slotItem in slotItems) { if (slotItem.itemKey == key) { slotItem.PlayItemGetAnimation(); activeItems.Add(slotItem); slotItems.Remove(slotItem); return; } } // else create new item and immediately fill the slot GameObject item = Instantiate(itemPrefab, itemParent); InventoryItemUI itemUI = item.GetComponent <InventoryItemUI>(); if (itemUI == null) { Debug.LogError("Item prefab in InventoryUI does not have a InventoryItemUI component"); Destroy(item); } else { itemUI.Init(key); itemUI.PlayItemGetAnimation(); activeItems.Add(itemUI); } }
public void Show(InventoryItem it, InventoryItemUI itUI, KnapsackRoleEquip roleEquip, bool isleft = true) //物品的显示 { gameObject.SetActive(true); this.it = it; this.itUI = itUI; this.roleEquip = roleEquip; this.isleft = isleft; Vector3 pos = transform.localPosition; if (isleft) { transform.localPosition = new Vector3(-370, 9, pos.z); btntxt.text = "装备"; } else { transform.localPosition = new Vector3(380, 9, pos.z); btntxt.text = "卸下"; } equipimg.sprite = it.Inventory.Icon; equipText.text = it.Inventory.Name; qualityText.text = it.Inventory.Quality.ToString(); damageText.text = it.Inventory.Damage.ToString(); hpText.text = it.Inventory.Hp.ToString(); powerText.text = it.Inventory.Power.ToString(); desText.text = it.Inventory.Des; levelText.text = it.Level.ToString(); }
public void OnEquipClick(object[] objectArray) { InventoryItem it = (InventoryItem)objectArray[0]; bool isLeft = (bool)objectArray[1]; if (it.Inventory.Inventorytype == InventoryType.Euqip) { InventoryItemUI itUI = null; KnapsackRoleEquip roleEquip = null; if (isLeft == true) { itUI = objectArray[2] as InventoryItemUI; } else { roleEquip = objectArray[2] as KnapsackRoleEquip; } equipPopup.Show(it, itUI, roleEquip, isLeft); } else { _inventoryPopup.Show(it); } }
public void Show(InventoryItem it,InventoryItemUI itUI,KnapsackRoleEquip roleEquip ,bool isLeft = true) { gameObject.SetActive(true); this.it = it; this.itUI = itUI; this.roleEquip = roleEquip; Vector3 pos = transform.localPosition; this.isLeft = isLeft; if(isLeft) { transform.localPosition = new Vector3(-Mathf.Abs(pos.x),pos.y,pos.z); btnLabel.text = "装备"; } else { transform.localPosition = new Vector3(Mathf.Abs(pos.x),pos.y,pos.z); btnLabel.text = "卸下"; } equipSprite.spriteName = it.Inventory.Icon; nameLabel.text = it.Inventory.Name; qualityLabel.text = it.Inventory.Quqlity.ToString(); damageLabel.text = it.Inventory.Damage.ToString(); hpLabel.text = it.Inventory.HP.ToString(); powerLabel.text = it.Inventory.Power.ToString(); desLabel.text = it.Inventory.Des; levelLabel.text = it.Level.ToString(); }
public void OnInventoryClick(object[] objArr) { InventoryItem it = objArr [0] as InventoryItem; bool isLeft = (bool)objArr [1]; if (it._Item._InventoryType == InventoryType.Equip) { InventoryItemUI itUI = null; BagRoleEquip bre = null; if (isLeft == true) { itUI = objArr [2] as InventoryItemUI; } else { bre = objArr[2] as BagRoleEquip; } inventoryPopup.Close(); equipPopup.Show(it, itUI, bre, isLeft); } else { InventoryItemUI itUI = objArr[2] as InventoryItemUI; equipPopup.Close(); inventoryPopup.Show(it, itUI); } if ((it._Item._InventoryType == InventoryType.Equip && isLeft == true) || it._Item._InventoryType != InventoryType.Equip) { this.it = it; EnableBtn(); } }
public void Show(InventoryItem it, InventoryItemUI itUi, KnapsackRoleEquip itRole, bool isLeft = true) //show将点击的inventoryUI传进来 { gameObject.SetActive(true); this.item = it; //被点击的itui传给界面自己的item this.itUI = itUi; this.isLeft = isLeft; this.itRole = itRole; Vector3 pos = transform.localPosition; if (isLeft) { transform.localPosition = new Vector3(-355.0f, pos.y, pos.z); btnLabel.text = "装备"; } else { transform.localPosition = new Vector3(3.0f, pos.y, pos.z); btnLabel.text = "卸下"; } equipSprite.spriteName = item.inventory.ICON; nameLabel.text = item.inventory.Name; qualityLabel.text = item.inventory.Quality.ToString(); damageLabel.text = item.inventory.Damage.ToString(); hpLabel.text = item.inventory.HP.ToString(); powerLabel.text = item.inventory.Power.ToString(); desLabel.text = item.inventory.Des; levelLabel.text = item.Level.ToString(); }
public void OnEnableButton(InventoryItemUI itUI) { this.itUI = itUI; sellButton.SetState(UIButtonColor.State.Normal, true); sellButton.GetComponent <BoxCollider>().enabled = true; sellButton.GetComponent <UIPlaySound>().enabled = true; priceLabel.text = (itUI.it.Count * itUI.it.inventory.Price).ToString(); }
public void On_InventoryPopup_Close_Click() { it = null; itUI = null; nameLabel.text = ""; desLabel.text = ""; transform.parent.parent.SendMessage("DisenableButton"); gameObject.SetActive(false); }
public void Show(InventoryItem it,InventoryItemUI itUI) { this.it = it; this.itUI = itUI; gameObject.SetActive(true); nameLabel.text = it.Inventory.Name; desLabel.text = it.Inventory.Des; iconSprite.spriteName = it.Inventory.Icon; }
public void Show(InventoryItem it, InventoryItemUI itUI) { this.gameObject.SetActive(true); this.it = it; this.itUI = itUI; _name.text = it._Item._Name; pic_item.spriteName = it._Item._Headpic; describe.text = it._Item._Describe; }
public void Show(InventoryItem it ,InventoryItemUI itUI) { this.gameObject.SetActive(true); this.it = it; this.itUI = itUI; nameLabel.text = it.Inventory.Name; inventorySprite.spriteName = it.Inventory.Icon; desLabel.text = it.Inventory.Des; btnLabel.text = "批量使用("+it.Count +")"; }
void ClearObject() { it = null; itUI = null; roleEquip = null; }
void ClearObject() { it=null; itUI = null; }
private void Clear() { this.it = null; this.itUI = null; }