protected override void OnApply() { base.OnApply(); if (CellData == null) { target.gameObject.SetActive(false); } else { equipmentCellData = CellData as PlayerEquipmentCellData; target.gameObject.SetActive(true); m_ImgIcon.color = Color.black; m_ImgIcon.GetComponent <RectTransform>().sizeDelta = GetCellSize() * 0.9f; m_TxtName.text = equipmentCellData.item.name; } }
private void Equip(PlayerEquipmentCellView cellView, Equipment equipment) { var nowEquipment = cellView.CellData as PlayerEquipmentCellData; if (nowEquipment != null) { GamePlayMgr.S.playerMgr.role.equipComponent.UnEquip(nowEquipment.equipment); GFrame.EventSystem.S.Send(EventID.OnAddInventory, new PlayerInventoryCellData(nowEquipment.item)); } var equipCellData = new PlayerEquipmentCellData(equipment); ApplyCell(cellView, (int)cellView.slot, equipCellData); // Debug.LogError(equipment); GamePlayMgr.S.playerMgr.role.equipComponent.Equip(equipment); GFrame.EventSystem.S.Send(EventID.OnRefeshAppearance, cellView.slot, equipment, nowEquipment?.equipment); }
public void Init() { PlayerEquipmentCellData cellData_Helmet = CreateCellData(InventoryEquipSlot.Helmet); PlayerEquipmentCellData cellData_Torso = CreateCellData(InventoryEquipSlot.Torso); PlayerEquipmentCellData cellData_Hands = CreateCellData(InventoryEquipSlot.Hands); PlayerEquipmentCellData cellData_Legs = CreateCellData(InventoryEquipSlot.Legs); PlayerEquipmentCellData cellData_Hips = CreateCellData(InventoryEquipSlot.Hips); PlayerEquipmentCellData cellData_Shoulders = CreateCellData(InventoryEquipSlot.Shoulders); PlayerEquipmentCellData cellData_Back = CreateCellData(InventoryEquipSlot.Back); PlayerEquipmentCellData cellData_Weapon = CreateCellData(InventoryEquipSlot.Weapon); m_EquipmentViewData.InsertInventoryItem((int)InventoryEquipSlot.Helmet, cellData_Helmet); m_EquipmentViewData.InsertInventoryItem((int)InventoryEquipSlot.Torso, cellData_Torso); m_EquipmentViewData.InsertInventoryItem((int)InventoryEquipSlot.Hands, cellData_Hands); m_EquipmentViewData.InsertInventoryItem((int)InventoryEquipSlot.Legs, cellData_Legs); m_EquipmentViewData.InsertInventoryItem((int)InventoryEquipSlot.Hips, cellData_Hips); m_EquipmentViewData.InsertInventoryItem((int)InventoryEquipSlot.Shoulders, cellData_Shoulders); m_EquipmentViewData.InsertInventoryItem((int)InventoryEquipSlot.Back, cellData_Back); m_EquipmentViewData.InsertInventoryItem((int)InventoryEquipSlot.Weapon, cellData_Weapon); }