internal void SetMainEquipment() { _mainEquip = _myBag.GetEquipmentSelected(); _levelEquipment = (_mainEquip.levelRequired - 1) / 10 + 1; _myItemUI.gameObject.SetActive(true); _myItemUI.SetData(0, _mainEquip.idItemInit, _mainEquip.levelUpgraded, _mainEquip.rarelyItem, (_mainEquip.typeItem == TypeEquipmentCharacter.Buff ? 1 : (_mainEquip.typeItem == TypeEquipmentCharacter.Avatar ? 2 : 0))); _imgMainSlot.color = new Color32(255, 255, 255, 10); CalculateGroupRunestone(); _newEquipAfterUpgrade = new EquipmentItem(_mainEquip); }
internal void SetMainEquipment() { _mainEquip = _myBag.GetEquipmentSelected(); _myItemUI.gameObject.SetActive(true); _myItemUI.SetData(0, _mainEquip.idItemInit, _mainEquip.levelUpgraded, _mainEquip.rarelyItem, (_mainEquip.typeItem == TypeEquipmentCharacter.Buff ? 1 : (_mainEquip.typeItem == TypeEquipmentCharacter.Avatar ? 2 : 0))); _imgMainSlot.color = new Color32(255, 255, 255, 10); _itemAlchemyMaterial = null; _numberAlchemyMaterial = 0; if (_mainEquip.typeItem == TypeEquipmentCharacter.Avatar || _mainEquip.typeItem == TypeEquipmentCharacter.Buff) { isSpecialUpgrade = true; for (int i = 0; i < SplitDataFromServe._listGemInBag.Count; i++) { if (SplitDataFromServe._listGemInBag[i].GetTypeItem() == ITEMTYPE.RUNESTONE_SPECIALALCHEMY) { _itemAlchemyMaterial = SplitDataFromServe._listGemInBag[i]; _numberAlchemyMaterial = int.Parse(_itemAlchemyMaterial.getValue("quantity").ToString()); } } _txtNumberAlchemyMaterial.text = string.Format("{0}/1", _numberAlchemyMaterial); StartCoroutine(LoadIconRunestone(25, _alchemyMaterialImg)); if (_groupLevelEquipment != 0) { ResetMatertialLucky(); } _groupLevelEquipment = 0; } else { isSpecialUpgrade = false; for (int i = 0; i < SplitDataFromServe._listGemInBag.Count; i++) { if (SplitDataFromServe._listGemInBag[i].GetTypeItem() == ITEMTYPE.RUNESTONE_MASTERIALALCHEMY) { _itemAlchemyMaterial = SplitDataFromServe._listGemInBag[i]; _numberAlchemyMaterial = int.Parse(_itemAlchemyMaterial.getValue("quantity").ToString()); } } _txtNumberAlchemyMaterial.text = string.Format("{0}/1", _numberAlchemyMaterial); StartCoroutine(LoadIconRunestone(23, _alchemyMaterialImg)); int newGroup = (_mainEquip.levelRequired - 1) / 10 + 1; if (newGroup != _groupLevelEquipment) { ResetMatertialLucky(); } _groupLevelEquipment = newGroup; } _newEquipAfterUpgrade = new EquipmentItem(_mainEquip); }
internal void SetMainEquipment() { _mainEquip = _myBag.GetEquipmentSelected(); _myItemUI.gameObject.SetActive(true); _myItemUI.SetData(0, _mainEquip.idItemInit, _mainEquip.levelUpgraded, _mainEquip.rarelyItem, (_mainEquip.typeItem == TypeEquipmentCharacter.Buff ? 1 : (_mainEquip.typeItem == TypeEquipmentCharacter.Avatar ? 2 : 0))); _imgMainSlot.color = new Color32(255, 255, 255, 10); _levelEquipmentID = (_mainEquip.levelRequired - 1) / 10 + 1; _rareEquipmentID = _mainEquip.rarelyItem; //CaculateDismantle(); }