//删除重置拳法表 public void RemoveBoxingList(BoxingView v1, BoxingView v2) { v2.RestItem(v1.data); pop.boxViewTable.Remove(v1); v1.gameObject.SetActive(false); NGUITools.Destroy(v1); pop.boxTable.Reposition(); pop.boxScrollView.ResetPosition(); pop.boxTable.repositionNow = true; }
//public bool BoxingCanSwap(BoxingView cur) //{ // bool flag = false; // if (cur != null && cur.data != null && cur.data.level > 0 && pop.curRoleView.data.id) // { // } // return flag; //} //设置技能 public bool SwapBoxingList(ref BoxingView v1, ref BoxingView v2, GameObject sourceParent, Vector3 oriPos) { bool flag = false;//是否回归原位 if (v1 != null && v1.data != null) { bool have = CheckHaveBoxing(v1.data); if (!have && v1.tag != Def.BoxingSave ) { UIWidget w = v1.GetComponent <UIWidget>(); Debug.Log(w.depth); // if (v2 != null && v1.data.data.levelData.skill_type == v2.type && v1.tag != Def.BoxingSave && v2.tag == Def.BoxingSave) { //移入装备技能 v2.RestItem(v1.data); flag = true; } else if (v2 != null && v2.tag == Def.BoxingSave)//从上面移入装备栏 但类型不对 { ToastManager.Instance.Show("不可以放这个类型"); } else { //在上面的表移动 flag = true; } } else if (!have)//不用和才可移入装备 { //交换两个 BoxingDragView dr = v1.GetComponent <BoxingDragView>(); if (v2 != null && v2.tag == Def.BoxingSave && dr != null) { //在装备技能中移动 if (v2.data == null) { v2.RestItem(v1.data); v1.RestEmpty(); } else { BoxingViewData temp = v2.data; v2.RestItem(v1.data); v1.RestItem(temp); } v1.gameObject.transform.localPosition = dr.oriPos; } //移除 else {//从一个移入一个空的 v1.RestEmpty(); v1.gameObject.transform.localPosition = dr.oriPos; } } else { //移除移入的不是下面的装备栏 if ((v2 == null || v2.tag != Def.BoxingSave) && v1.tag == Def.BoxingSave) { v1.RestEmpty(); flag = true; v1.gameObject.transform.localPosition = oriPos; } else if (v2 != null && v1.type == v2.type && v1.tag == Def.BoxingSave && v2.tag == Def.BoxingSave) //同类互换 { flag = true; v1.gameObject.transform.localPosition = oriPos; } else { //非同类互换 if (v1.tag == Def.BoxingSave && v2.tag == Def.BoxingSave && v1.type != v2.type) { flag = true; v1.gameObject.transform.localPosition = oriPos; ToastManager.Instance.Show("不可以放这个类型"); } else { //从上面移入装备栏 以存在 if ((v2.data == null || v1.data.data.csv_id != v2.data.data.csv_id) && !have) { v1.RestEmpty(); flag = true; v1.gameObject.transform.localPosition = oriPos; } } } } } else { } pop.boxTable.Reposition(); pop.boxTable.repositionNow = true; return(flag); }