private void RenderItemInfo(FS2ItemDataInfo[] itemInfos, int pageNum, HtmlGenericControl div) { StringBuilder content = new StringBuilder(); content.Append("<table border='0' cellspacing='0' cellpadding='0' background='../Resources/Images/FS2Objects/itemCell.gif'>"); for (int rowIndex = 0; rowIndex != FS2MacroDef.ItemRowNumPerBag; ++rowIndex) { content.Append("<tr height='38px'>"); for (int colIndex = 0; colIndex != FS2MacroDef.ItemColNumPerBag; ++colIndex) { bool hasItem = false; foreach (FS2ItemDataInfo item in itemInfos) { //如果找到 if (item.Y == rowIndex + (pageNum - 1) * FS2MacroDef.ItemRowNumPerBag && item.X == colIndex) { FS2ItemData itemData = FS2GameDataManager.TheInstance.GetItemData(item.TemplateId); //没有资源,先显示默认图标。 content.Append(GameDataRender.RenderItemCell(item.ItemCount.ToString(), itemData == null ? string.Empty : (itemData.Image + "_man_small_normal.jpg"), string.Format("updateRoleItemInfo(\"{0}\")", item.TemplateId), string.Format("onclick='window.location=\"../GameMaster/ItemFlow.aspx?{0}={1}&{2}={3}\"'", WebConfig.ParamServerId, _serverId, WebConfig.ParamRoleGuid, item.GUID))); hasItem = true; break; } } if (!hasItem) { content.Append("<td width='38px'></td>"); } } content.Append("</tr>"); } content.Append("</table>"); div.InnerHtml = content.ToString(); }
private void RenderEquipedItem(FS2ItemDataInfo[] itemInfos) { int rowNum = 3; int colNum = 3; FS2ItemDataInfo[] equipedSequence = new FS2ItemDataInfo[10]; foreach (FS2ItemDataInfo item in itemInfos) { switch ((ItemPart)item.X) { case ItemPart.Amulet: equipedSequence[0] = item; break; case ItemPart.Helm: equipedSequence[1] = item; break; case ItemPart.Shoulder: equipedSequence[2] = item; break; case ItemPart.Weapon: equipedSequence[3] = item; break; case ItemPart.Armor: equipedSequence[4] = item; break; case ItemPart.Pendant: equipedSequence[5] = item; break; case ItemPart.Ring: equipedSequence[6] = item; break; case ItemPart.Boots: equipedSequence[7] = item; break; case ItemPart.Cuff: equipedSequence[8] = item; break; case ItemPart.Talisman: equipedSequence[9] = item; break; } } StringBuilder content = new StringBuilder(); content.Append("<table cellspacing='5px' cellpadding='0' border='0' >"); content.Append("<tr><td>"); //法宝 content.Append("<table cellspacing='0px' cellpadding='0' border='0' background='../Resources/Images/FS2Objects/itemCell.gif'>"); content.Append("<tr height='38px'>"); if (equipedSequence[9] != null) { content.Append(GameDataRender.RenderItemCell("1", string.Empty, string.Format("updateRoleItemInfo(\"{0}\")", equipedSequence[9].TemplateId), string.Empty)); } else { content.Append("<td width='38px'></td>"); } content.Append("</tr>"); content.Append("</table>"); content.Append("</td><td>"); //装备 content.Append("<table cellspacing='0' cellpadding='0' border='0' background='../Resources/Images/FS2Objects/itemCell.gif'>"); for (int rowIndex = 0; rowIndex != rowNum; ++rowIndex) { content.Append("<tr height='38px'>"); for (int colIndex = 0; colIndex != colNum; ++colIndex) { FS2ItemDataInfo itemSeq = equipedSequence[rowIndex * colNum + colIndex]; if (itemSeq != null) { FS2ItemData itemData = FS2GameDataManager.TheInstance.GetItemData(itemSeq.TemplateId); content.Append(GameDataRender.RenderItemCell("1", itemData == null ? string.Empty : (itemData.Image + "_man_small_normal.jpg"), string.Format("updateRoleItemInfo(\"{0}\")", itemSeq.TemplateId), string.Empty)); //content.Append(GameDataRender.RenderItemCell("1",itemData == null ? string.Empty : itemData.Image, string.Format("updateRoleItemInfo(\"{0}\")", itemSeq.TemplateId),string.Empty)); } else { content.Append("<td width='38px' ></td>"); } } } content.Append("</table>"); content.Append("</td></tr></table>"); DivRoleState.InnerHtml = content.ToString(); }