void PickUp() { if (Input.GetKeyDown(KeyCode.P)) { int id = Random.Range(1001, 1020); Inventory i = null; inventoryDict.TryGetValue(id, out i); if (i.InventoryTYPE == InventoryType.Equip) { //InventoryItem it = new InventoryItem(); //it.Inventory = i; //it.Level = Random.Range(1, 10); //it.Count = 1; //inventoryItemList.Add(it); //InventoryItemDB itemDB = it.CreateInventoryItemDB(); InventoryItemDB itemDB = new InventoryItemDB(); itemDB.InventoryID = id; itemDB.Count = 1; itemDB.IsDressed = false; itemDB.Level = Random.Range(1, 10); inventoryItemDBController.AddInventoryItemDB(itemDB); } else { //先判断背包里面是否已经存在 InventoryItem it = null; bool isExit = false; foreach (InventoryItem temp in inventoryItemList) { if (temp.Inventory.ID == id) { isExit = true; it = temp; break; } } if (isExit) { it.Count++; //同步inventoryitemdb 进行update inventoryItemDBController.UpdateInventoryItemDB(it.InventoryItemDB); } else { InventoryItemDB itemDB = new InventoryItemDB(); itemDB.InventoryID = id; itemDB.Count = 1; itemDB.IsDressed = false; itemDB.Level = Random.Range(1, 10); inventoryItemDBController.AddInventoryItemDB(itemDB); } } } }
}//完成角色背包信息的初始化,和角色随机拥有的物品 //TOTO需要从服务器上得到信息 更新 void PickUp() { if (Input.GetKeyDown(KeyCode.P)) { int id = Random.Range(1001, 1020); Inventory i = null; inventoryDict.TryGetValue(id, out i); if (i.InventoryType == InventoryType.Equip) { //先把物品加到服务器,然后再调到UI InventoryItemDB itemDb = new InventoryItemDB(); itemDb.InventoryId = id; itemDb.Count = 1; itemDb.IsDressed = false; itemDb.Level = Random.Range(1, 10); inventoryItemDbController.AddInventoryItemDB(itemDb); } else { //先判断背包里面此药品是否存在 InventoryItem it = null; bool isExit = false; foreach (InventoryItem temp in inventoryItemList) { if (temp.Inventory.ID == id) { isExit = true; it = temp; break; } } if (isExit) { it.Count++; //ToTo同步inventoryItemDB 进行Update inventoryItemDbController.UpdateInventoryItemDB(it.InventoryItemDB); } else { InventoryItemDB itemDb = new InventoryItemDB(); itemDb.InventoryId = id; itemDb.Count = 1; itemDb.IsDressed = false; itemDb.Level = Random.Range(1, 10); inventoryItemDbController.AddInventoryItemDB(itemDb); } } } }
void PickUp() { if (Input.GetKeyDown(KeyCode.P)) { int id = Random.Range(1001, 1020); Inventory inventory = null; inventoryDic.TryGetValue(id, out inventory); Debug.Log("装备类型:" + inventory.InventoryTYPE); if (inventory.InventoryTYPE == InventoryType.Equip) { InventoryItemDB itemDB = new InventoryItemDB(); itemDB.InventoryID = id; itemDB.Count = 1; itemDB.IsDressed = false; itemDB.Level = Random.Range(1, 10); idbController.AddInventoryItemDB(itemDB); } else { InventoryItem it = null; bool isExit = false; foreach (InventoryItem temp in inventoryItemList) { if (temp.Inventory.Id == id) { Debug.Log("具有相同物品"); isExit = true; it = temp; break; } } if (isExit) { it.Count++; Debug.Log("更新物品信息"); idbController.UpdateInventoryItemDB(it.InventoryItemDB); } else { InventoryItemDB itemDB = new InventoryItemDB(); itemDB.InventoryID = id; itemDB.Count = 1; itemDB.IsDressed = false; itemDB.Level = Random.Range(1, 10); idbController.AddInventoryItemDB(itemDB); } } } }
void On_EquipPopup_Upgrade_Click() { int coinNeed = (it.Level + 1) * it.Inventory.Price; bool isSuccess = playerInfo._instance.GetCoin(coinNeed); if (isSuccess) { it.Level += 1; //等级改变,其他战斗力属性值也会随之改变。。。 //更改装备等级属性 itemController.UpdateInventoryItemDB(it.InventoryItemDB); //TODO } else { MessageManager._instance.ShowMessage("金币不足,无法升级"); } }
public void DressOn(InventoryItem it, bool isSync = true) { it.IsDressed = true; //首先检测有没有穿上相同的类型的装备 bool isDressed = false; InventoryItem inventoryItemDressed = null; switch (it.Inventory.EquipType) { case EquipType.Bracelet: if (braceletInventoryItem != null) { isDressed = true; inventoryItemDressed = braceletInventoryItem; } braceletInventoryItem = it; break; case EquipType.Cloth: if (clothInventoryItem != null) { isDressed = true; inventoryItemDressed = clothInventoryItem; } clothInventoryItem = it; break; case EquipType.Helm: if (helmInventoryItem != null) { isDressed = true; inventoryItemDressed = helmInventoryItem; } helmInventoryItem = it; break; case EquipType.Necklace: if (necklaceInventoryItem != null) { isDressed = true; inventoryItemDressed = necklaceInventoryItem; } necklaceInventoryItem = it; break; case EquipType.Ring: if (ringInventoryItem != null) { isDressed = true; inventoryItemDressed = ringInventoryItem; } ringInventoryItem = it; break; case EquipType.Shoes: if (shoesInventoryItem != null) { isDressed = true; inventoryItemDressed = shoesInventoryItem; } shoesInventoryItem = it; break; case EquipType.Weapon: if (weaponInventoryItem != null) { isDressed = true; inventoryItemDressed = weaponInventoryItem; } weaponInventoryItem = it; break; case EquipType.Wing: if (wingInventoryItem != null) { isDressed = true; inventoryItemDressed = wingInventoryItem; } wingInventoryItem = it; break; } //有: if (isDressed) { inventoryItemDressed.IsDressed = false; InventoryUI._instance.AddInvenetoryItem(inventoryItemDressed); } if (isSync) { if (isDressed) { inventoryItemDbController.UpdateInventoryItemDBList(it.InventoryItemDB, inventoryItemDressed.InventoryItemDB); } else { inventoryItemDbController.UpdateInventoryItemDB(it.InventoryItemDB); //更新DB } } OnPlayerInfoChanged(InfoType.Equip); //把已经存在的脱掉,放到背包 //没有: //直接穿上装备 } //穿上装备
public void DressOn(InventoryItem it) { it.IsDressed = true; //检测是否穿有相同的装备 bool isDress = false;//当前格子是否穿上 InventoryItem inventoryItemDressed = null; switch (it.Inventory.EquipTYPE) { case EquipType.Helm: if (helmItem != null) { isDress = true; inventoryItemDressed = helmItem; } helmItem = it; break; case EquipType.Cloth: if (clothItem != null) { isDress = true; inventoryItemDressed = clothItem; } clothItem = it; break; case EquipType.Weapon: if (weaponItem != null) { isDress = true; inventoryItemDressed = weaponItem; } weaponItem = it; break; case EquipType.Shoes: if (shoesItem != null) { isDress = true; inventoryItemDressed = shoesItem; } shoesItem = it; break; case EquipType.Necklace: if (necklaceItem != null) { isDress = true; inventoryItemDressed = necklaceItem; } necklaceItem = it; break; case EquipType.Bracelet: if (braceletItem != null) { isDress = true; inventoryItemDressed = braceletItem; } braceletItem = it; break; case EquipType.Ring: if (ringItem != null) { isDress = true; inventoryItemDressed = ringItem; } ringItem = it; break; case EquipType.Wing: if (wingItem != null) { isDress = true; inventoryItemDressed = wingItem; } wingItem = it; break; default: break; } //有装备穿上 if (isDress) { inventoryItemDressed.IsDressed = false; inventoryItemWillDressed = inventoryItemDressed; itemDBController.UpdateInventoryItemDBList(it.InventoryItemDB, inventoryItemDressed.InventoryItemDB); } else { itemDBController.UpdateInventoryItemDB(it.InventoryItemDB); } }