public void use(int Item_sid) { if (!mybag.Query(Item_sid)) { MyCanvas.IssueDis("该物品,已缺失"); return; } int spell_id = Item.SpellID(Item_sid); string note = "使用了" + Item.Name(Item_sid); MyCanvas.IssueDis(note); SpellSystem.SpellCast(spell_id, this.gameObject); if (Item.Type(Item_sid) == "prop" || Item.Type(Item_sid) == "staticequi" || Item.Type(Item_sid) == "Building") { if (Item.IsCanTwiceSpell(Item_sid)) { mybag.Cast(Item_sid); Canvas_con(); } else { if (Item.Type(Item_sid) == "staticequi") { Equi(Item_sid); } else if (Item.Type(Item_sid) == "Building") { GameObject temp = mybag.GoEntity(Item_sid); Building(temp); } mybag.Sub(Item_sid); Canvas_con(); } } }
IEnumerator scan() { while (true) { RaycastHit hit; bool Tempflag = false; for (int i = 0; i < 3; i++) { if (Physics.Raycast(cplayer.transform.position + (i * 0.4f * cplayer.up), cplayer.transform.forward, out hit, 2)) { if (hit.transform.name == "WorkTable") { Tempflag = true; break; } } } if (!Tempflag) { MyCanvas.IssueDis("人物已离开制作所需的建筑"); ReStart(); StopCoroutine(scan()); } yield return(new WaitForSeconds(0.02f)); } }
public void Equi(int Item_sid) { GameObject I_temp = mybag.GoEntity(Item_sid); I_temp.transform.parent = this.transform.FindChild("Equi"); string epos = Item.EquiPos(Item_sid); if (transform.FindChild("Equi").FindChild(epos) != null) { GameObject tempequi = transform.FindChild("Equi").FindChild(epos).gameObject; GameObject.Find("Environment").transform.FindChild("Item_class").GetComponent <Item_create>().ItemAloneCreate(transform.position, tempequi.GetComponent <Self_class>().s_id); UnEqui(tempequi); MyCanvas.IssueDis("已装备" + Item.Name(Item_sid) + "之前装备已替下"); I_temp.name = epos; } else { I_temp.transform.parent = transform.FindChild("Equi"); I_temp.name = epos; MyCanvas.IssueDis("已装备" + Item.Name(Item_sid)); } SelfClass.AddAtribute(I_temp, this.gameObject); if (epos == "Hand") { transform.GetComponent <player>().InsWeapon(Item.WeponModeIndex(Item_sid)); } }
public void Make_table() { if (StaticScan()) { status = "Maketable"; this.transform.FindChild("Scroll_ListTable").gameObject.SetActive(true); this.transform.FindChild("Scroll_List").gameObject.SetActive(false); this.transform.FindChild("Scroll_AllList").gameObject.SetActive(false); this.transform.FindChild("Scroll_ListTable").FindChild("MakeListTable").GetComponent <MakeList>().disptable(); StartCoroutine(scan()); } else { MyCanvas.IssueDis("人物面前没有制作所需的建筑"); ReStart(); } }
public void Pick(Transform Item) { if (!isLocalPlayer) { return; } if (mybag.IsFull()) { GetComponent <UnitSyncCmd>().CmdSetPick(Item.gameObject); if (!IsShow) { MyCanvas.IssueDis("背包已满!"); } IsShow = true; } else { MyCanvas.IssueDis("得到:" + Item.GetComponent <Self_class>().s_name + " " + Item.GetComponent <Self_class>().s_iCount + "个"); mybag.Push(Item.gameObject); GetComponent <UnitSyncCmd>().CmdDes(Item.gameObject); Canvas_con(); IsShow = false; } }