internal void UpdateXSoulEquip() { XSoulInfo <XSoulPartInfo> xsoul = m_User.GetXSoulInfo(); //LogSystem.Debug("-----UpdateXSoulEquip" + xsoul.GetAllXSoulPartData().Count); foreach (var pair in xsoul.GetAllXSoulPartData()) { XSoulPartInfo part_info = pair.Value; if (part_info == null) { //LogSystem.Debug("----UpdateXSoulEquip: part is null!"); continue; } //LogSystem.Debug("-----UpdateXSoulEquip: part:{0} level:{1}", pair.Key, part_info.XSoulPartItem.Level); if (part_info.IsEquipModelChanged()) { string wear_node_and_name = part_info.GetWearNodeAndName(); string new_equip = part_info.GetLevelModel(); if (!string.IsNullOrEmpty(new_equip)) { GfxSystem.ChangeEquip(Actor, wear_node_and_name, new_equip); part_info.SetCurShowedModel(new_equip); } } } }
internal void UpdateEquipment(ItemDataInfo equip, bool bUpdateSuit = true) { if (equip == null || equip.ItemConfig == null) { return; } string wear_node_and_name = equip.ItemConfig.m_WearNodeAndName; string new_equip = equip.ItemConfig.m_Model; GfxSystem.ChangeEquip(Actor, wear_node_and_name, new_equip); ItemConfig currentItem = m_User.GetEquipmentStateInfo().EquipmentInfo.Armor[equip.ItemConfig.m_WearParts].ItemConfig; // new item has display model or origal item has display model if (IsItemSuitNeedRefresh(equip.ItemConfig) || (currentItem != null && IsItemSuitNeedRefresh(currentItem))) { UpdateSuit(); } }