public void SetData(int itemid) { ItemTemplate itemT = DataTemplate.GetInstance().GetItemTemplateById(itemid); if (itemT == null) { return; } PropsaccessTemplate propsT = UICommonModule.GetPropsacessTemplateByItemId(itemid); if (propsT == null) { return; } iconImg.sprite = UIResourceMgr.LoadSprite(common.defaultPath + itemT.getIcon_s()); m_Name.text = GameUtils.getString(itemT.getName()); //TODO::这里应该区分物品类型,进而去不同背包获得物品数量; int count = 0; if (ObjectSelf.GetInstance().TryGetItemCountById(EM_BAG_HASHTABLE_TYPE.EM_BAG_HASHTABLE_TYPE_COMMON, itemid, ref count)) { } else { count = 0; } m_Value.text = count.ToString(); m_detail.text = GameUtils.getString(itemT.getDes()); ClearItems(); GenerateGetItem(propsT.getIcon1(), propsT.getTextcomment1(), propsT.getAccessType1(), propsT.getAccessThing1()); GenerateGetItem(propsT.getIcon2(), propsT.getTextcomment2(), propsT.getAccessType2(), propsT.getAccessThing2()); GenerateGetItem(propsT.getIcon3(), propsT.getTextcomment3(), propsT.getAccessType3(), propsT.getAccessThing3()); GenerateGetItem(propsT.getIcon4(), propsT.getTextcomment4(), propsT.getAccessType4(), propsT.getAccessThing4()); GenerateGetItem(propsT.getIcon5(), propsT.getTextcomment5(), propsT.getAccessType5(), propsT.getAccessThing5()); }
/// <summary> /// /// </summary> /// <param name="iconSpr"></param> /// <param name="text"></param> /// <param name="type">获得途径的类型</param> /// <param name="data">获得途径类型的参数</param> public void SetData(Sprite iconSpr, string text, int acessType, int acessData) { icon.sprite = iconSpr; detail.text = text; type = acessType; data = acessData; string errorStr = string.Empty; if (!UICommonModule.PropsacessChecker(type, data, out errorStr)) { hint.text = errorStr; hint.gameObject.SetActive(true); goBtn.gameObject.SetActive(false); } else { hint.gameObject.SetActive(false); goBtn.gameObject.SetActive(true); } }
private void OnGetBtnClick() { UICommonModule.PropsacessHandler(type, data); }