public void ShowByTarget(EqptSlot slot) { target = slot; if (slot != null) { //选择框 //int index = curEquipItems.IndexOf(item); select.gameObject.SetActive(true); select.position = target.transform.position; Replace(slot.GetItem()); } else Replace(null); }
public void SetCurrentEquip(EqptSlot slot) { currentEqptSlot = slot; }
void RemoveEquipSlot(EqptSlot s) { if (curSelSlots.Contains(s)) { curSelSlots.Remove(s); } RefreshMatItem(); }
/// <summary> /// 往装备槽里添加装备: 不会重复判断: 返回false的时候,代表 装备已经填满了 /// </summary> /// <param name="item"></param> /// <returns></returns> bool IsFullForAddSlot(EqptSlot s) { EquipmentItem item = s.GetItem(); for (int i = 0; i < slots.Count; i++) { if (slots[i].IsEmpty()) { slots[i].ShowByTarget(s); curSelSlots.Add(s); return true; } } return false; }
/// <summary> /// 当点击面板里面的装备 /// </summary> /// <param name="item"></param> public void BtnEquipInPanel(EqptSlot s) { RemoveEquipSlot(s); }
private void SetCurrentSlot(EqptSlot slot) { selectSlot = slot; RefreshCurEquip(); }
/// <summary> /// 装备点击 /// </summary> /// <param name="item"></param> /// <param name="isOnChar">是否在玩家身上</param> public void BtnEquip(EqptSlot slot) { SetCurrentSlot(slot); //currentPanel.OnEquipClick(slot, hero_guid); //更新当前选择框 pnlBag.SetSelectObj(slot.gameObject.transform); }