//返回背包信息 public Dictionary <int, GridInfo> GetInventoryData(JsonData _data) { Dictionary <int, GridInfo> tempInventory = new Dictionary <int, GridInfo>(); for (int i = 1; i <= 8; i++) { string tempData = (string)_data["bagItem" + i]; if (tempData != "-1") { string[] arrays = tempData.Split('|'); tempInventory.Add(i, new GridInfo(i, GamingData.GetItemByID(int.Parse(arrays[0])), int.Parse(arrays[1]))); } else { tempInventory.Add(i, new GridInfo(i, new Item(), 0)); } } return(tempInventory); }
//使用物品 public void UseItem(int _itemGridID) { //判断物品是否存在 if (inventoryInfo[_itemGridID].GetItemID() != -1) { inventoryInfo[_itemGridID].itemCount--; Item item = GamingData.GetItemByID(inventoryInfo[_itemGridID].GetItemID()); heroSystem.hill(item.UseType, item.Value); //如果物品耗尽 if (inventoryInfo[_itemGridID].itemCount == 0) { ClearGridInfo(_itemGridID); //TODO给UI发送消息 } else { //TODO提示使用物品并实现效果 } } else { return; } }
Item GetItemFromAll(int _itemID) { return(GamingData.GetItemByID(_itemID)); }
//装备卸下是的回调 void OnUnEquiped(int _gridID, int _equipID) { Item item = GamingData.GetItemByID(_equipID); heroSystem.SetATK_DEF(item.UseType, -item.Value); }