public void DrawItem(int num) { //차일드 삭제 if (_childPool.childCount > 0) { for (var i = 0; i < _childPool.childCount; i++) { Destroy(_childPool.GetChild(i).gameObject); } } string tPath = ""; bool textureChk = false; switch (num) { case 0: //헤어 종류 tPath = "Items/0_Hair/"; break; case 1: //수염 종류 tPath = "Items/1_FaceHair/"; break; case 2: //옷 종류 tPath = "Items/2_Cloth/"; textureChk = true; break; case 3: //바지 종류 tPath = "Items/3_Pant/"; textureChk = true; break; case 4: //헬멧 종류 tPath = "Items/4_Helmet/"; break; case 5: //갑옷 종류 tPath = "Items/5_Armor/"; textureChk = true; break; case 6: //오른손 무기 종류 tPath = "Items/6_Weapons/"; break; case 7: //왼손 무기 종류 tPath = "Items/6_Weapons/"; break; case 8: //왼손 무기 종류 tPath = "Items/7_Back/"; break; } GameObject ttObj2 = Instantiate(_childItem) as GameObject; ttObj2.transform.SetParent(_childPool); ttObj2.transform.localScale = new Vector3(1, 1, 1); SPUM_PreviewItem ttObjST2 = ttObj2.GetComponent <SPUM_PreviewItem>(); ttObjST2._basicImage.sprite = null; ttObjST2.ShowObj(-1); ttObjST2._managerST = this; ttObjST2._itemType = num; ttObjST2._sprite = null; if (!textureChk) { Sprite[] tObj = Resources.LoadAll <Sprite>("SPUM/SPUM_Sprites/" + tPath); for (var i = 0; i < tObj.Length; i++) { GameObject ttObj = Instantiate(_childItem) as GameObject; ttObj.transform.SetParent(_childPool); ttObj.transform.localScale = new Vector3(1, 1, 1); SPUM_PreviewItem ttObjST = ttObj.GetComponent <SPUM_PreviewItem>(); ttObjST._basicImage.sprite = tObj[i]; ttObjST._basicImage.SetNativeSize(); ttObjST._basicImage.rectTransform.pivot = new Vector2(tObj[i].pivot.x / tObj[i].rect.width, tObj[i].pivot.y / tObj[i].rect.height); ttObjST._basicImage.rectTransform.localPosition = Vector2.zero; ttObjST.ShowObj(0); ttObjST._managerST = this; ttObjST._itemType = num; ttObjST._sprite = tObj[i]; } } else { Texture2D[] tObj = Resources.LoadAll <Texture2D>("SPUM/SPUM_Sprites/" + tPath); for (var i = 0; i < tObj.Length; i++) { if (tObj[i].GetType() == typeof(Texture2D)) { GameObject ttObj = Instantiate(_childItem) as GameObject; ttObj.transform.SetParent(_childPool); ttObj.transform.localScale = new Vector3(1, 1, 1); SPUM_PreviewItem ttObjST = ttObj.GetComponent <SPUM_PreviewItem>(); switch (num) { case 2: //옷 종류 ttObjST._clothList[0].gameObject.SetActive(false); ttObjST._clothList[1].gameObject.SetActive(false); ttObjST._clothList[2].gameObject.SetActive(false); Sprite[] tSpriteCloth = Resources.LoadAll <Sprite>("SPUM/SPUM_Sprites/Items/2_Cloth/" + tObj[i].name); for (var j = 0; j < tSpriteCloth.Length; j++) { switch (tSpriteCloth[j].name) { case "Body": ttObjST._clothList[0].gameObject.SetActive(true); ttObjST._clothList[0].sprite = tSpriteCloth[j]; break; case "Left": ttObjST._clothList[1].gameObject.SetActive(true); ttObjST._clothList[1].sprite = tSpriteCloth[j]; break; case "Right": ttObjST._clothList[2].gameObject.SetActive(true); ttObjST._clothList[2].sprite = tSpriteCloth[j]; break; } } ttObjST.ShowObj(3); break; case 3: //바지 종류 ttObjST._pantList[0].sprite = null; ttObjST._pantList[1].sprite = null; //바지 Sprite[] tSpritePant = Resources.LoadAll <Sprite>("SPUM/SPUM_Sprites/Items/3_Pant/" + tObj[i].name); for (var j = 0; j < tSpritePant.Length; j++) { switch (tSpritePant[j].name) { case "Left": ttObjST._pantList[0].sprite = tSpritePant[j]; break; case "Right": ttObjST._pantList[1].sprite = tSpritePant[j]; break; } } ttObjST.ShowObj(4); break; case 5: //갑옷 종류 ttObjST._armorList[0].gameObject.SetActive(false); ttObjST._armorList[1].gameObject.SetActive(false); ttObjST._armorList[2].gameObject.SetActive(false); Sprite[] tSpriteArmor = Resources.LoadAll <Sprite>("SPUM/SPUM_Sprites/Items/5_Armor/" + tObj[i].name); for (var j = 0; j < tSpriteArmor.Length; j++) { switch (tSpriteArmor[j].name) { case "Body": ttObjST._armorList[0].gameObject.SetActive(true); ttObjST._armorList[0].sprite = tSpriteArmor[j]; break; case "Left": ttObjST._armorList[1].gameObject.SetActive(true); ttObjST._armorList[1].sprite = tSpriteArmor[j]; break; case "Right": ttObjST._armorList[2].gameObject.SetActive(true); ttObjST._armorList[2].sprite = tSpriteArmor[j]; break; } } ttObjST.ShowObj(2); break; } ttObjST._managerST = this; ttObjST._itemType = num; ttObjST._name = tObj[i].name; } } } _drawItemObj.SetActive(true); }
public void OpenLoadData() { if (_prefabUnitList.Count == 0) { ToastOn("There is no any saved Unit"); return; } if (_loadPool.childCount > 0) { for (var i = 0; i < _loadPool.childCount; i++) { Destroy(_loadPool.GetChild(i).gameObject); } } for (var j = 0; j < _prefabUnitList.Count; j++) { GameObject tObj = _prefabUnitList[j]; SPUM_SpriteList tObjST = tObj.GetComponent <SPUM_Prefabs>()._spriteOBj; GameObject ttObj = Instantiate(_childItem) as GameObject; ttObj.transform.SetParent(_loadPool); ttObj.transform.localScale = new Vector3(1, 1, 1); SPUM_PreviewItem ttObjST = ttObj.GetComponent <SPUM_PreviewItem>(); ttObjST.ShowObj(5); //아이템 연동 부분 ttObjST._fullSetList[0].sprite = tObjST._bodyList[0].sprite; ttObjST._fullSetList[1].sprite = tObjST._bodyList[1].sprite; ttObjST._fullSetList[2].sprite = tObjST._bodyList[2].sprite; ttObjST._fullSetList[3].sprite = tObjST._bodyList[3].sprite; ttObjST._fullSetList[4].sprite = tObjST._bodyList[4].sprite; ttObjST._fullSetList[5].sprite = tObjST._bodyList[5].sprite; ttObjST._fullSetList[6].sprite = tObjST._eyeList[0].sprite; ttObjST._fullSetList[7].sprite = tObjST._eyeList[0].sprite; ttObjST._fullSetList[8].sprite = tObjST._hairList[3].sprite; ttObjST._fullSetList[9].sprite = tObjST._hairList[0].sprite; ttObjST._fullSetList[10].sprite = tObjST._hairList[1].sprite; ttObjST._fullSetList[11].sprite = tObjST._clothList[0].sprite; ttObjST._fullSetList[12].sprite = tObjST._clothList[1].sprite; ttObjST._fullSetList[13].sprite = tObjST._clothList[2].sprite; ttObjST._fullSetList[14].sprite = tObjST._armorList[0].sprite; ttObjST._fullSetList[15].sprite = tObjST._armorList[1].sprite; ttObjST._fullSetList[16].sprite = tObjST._armorList[2].sprite; ttObjST._fullSetList[17].sprite = tObjST._pantList[0].sprite; ttObjST._fullSetList[18].sprite = tObjST._pantList[1].sprite; ttObjST._fullSetList[19].sprite = tObjST._weaponList[0].sprite; ttObjST._fullSetList[20].sprite = tObjST._weaponList[1].sprite; ttObjST._fullSetList[21].sprite = tObjST._weaponList[2].sprite; ttObjST._fullSetList[22].sprite = tObjST._weaponList[3].sprite; ttObjST._fullSetList[23].sprite = tObjST._backList[0].sprite; //string 연동 //색연동 if (!tObjST._eyeList[0].gameObject.activeInHierarchy) { ttObjST._fullSetList[6].gameObject.SetActive(true); ttObjST._fullSetList[7].gameObject.SetActive(true); ttObjST._fullSetList[6].color = tObjST._eyeList[0].color; ttObjST._fullSetList[7].color = tObjST._eyeList[0].color; } else { ttObjST._fullSetList[6].gameObject.SetActive(false); ttObjST._fullSetList[7].gameObject.SetActive(false); } if (!tObjST._hairList[3].gameObject.activeInHierarchy) { ttObjST._fullSetList[8].gameObject.SetActive(true); ttObjST._fullSetList[8].color = tObjST._hairList[3].color; } else { ttObjST._fullSetList[8].gameObject.SetActive(false); } if (!tObjST._hairList[0].gameObject.activeInHierarchy) { ttObjST._fullSetList[9].gameObject.SetActive(true); ttObjST._fullSetList[9].color = tObjST._hairList[0].color; } else { ttObjST._fullSetList[9].gameObject.SetActive(true); } for (var i = 0; i < ttObjST._fullSetList.Count; i++) { ttObjST._fullSetList[i].SetNativeSize(); if (ttObjST._fullSetList[i].sprite != null) { ttObjST._fullSetList[i].gameObject.SetActive(true); ttObjST._fullSetList[i].rectTransform.pivot = new Vector2(ttObjST._fullSetList[i].sprite.pivot.x / ttObjST._fullSetList[i].sprite.rect.width, ttObjST._fullSetList[i].sprite.pivot.y / ttObjST._fullSetList[i].sprite.rect.height); } else { ttObjST._fullSetList[i].gameObject.SetActive(false); } } ttObjST._name = _prefabUnitList[j].name; ttObjST._managerST = this; ttObjST._itemType = 11; ttObjST._index = j; ttObjST.DeleteButton.SetActive(true); } _loadObjCanvas.SetActive(true); }