示例#1
0
 //初始化话物品
 public new void setItem(items _item)
 {
     own     = itemOwn.None;
     m_items = _item;
     m_image = transform.Find("Image").gameObject;
     //Debug.Log(_image);
     m_image.GetComponent <Image>().sprite = Resources.Load <Sprite>(_item.Sprite);
     m_image.transform.parent        = this.transform;
     m_image.transform.localPosition = Vector3.zero;
     m_image.transform.localScale    = Vector3.one;
 }
示例#2
0
 // Start is called before the first frame update
 /// <summary>
 /// 点击事件
 /// </summary>
 /// <param name="eventData"></param>
 public new  void OnPointerDown(PointerEventData eventData)
 {
     if (isNull == -1)
     {
         return;
     }
     //更改物品所有权
     own = itemOwn.ownerplayer;
     if (this.transform.childCount == 0)
     {
         ItemToolTipManager.instance.hideTool();
         return;
     }
     Debug.Log(this.transform.GetChild(0).gameObject.GetComponent <Image>().name);
     ItemToolTipManager.instance.showTool(this.transform.GetChild(0).gameObject.GetComponent <Image>(), own, item, null);
     ItemToolTipManager.instance.showCompositePath(item, own);
 }
    /// <summary>
    /// 初始化物品
    /// </summary>
    /// <param name="_item">选中的物品</param>
    /// <param name="itemLeaf">物品合成树</param>
    /// <param name="cI">物品的层次</param>
    public void setItem(items _item, itemLeaf itemLeaf, cenCI cI)
    {
        //itemQueue.Clear();

        cen      = cI;
        own      = itemOwn.None;
        m_itemss = _item;
        m_image  = transform.Find("Image").gameObject;
        //Debug.Log(_image);

        m_image.GetComponent <Image>().sprite = Resources.Load <Sprite>(_item.Sprite);
        m_image.transform.parent        = this.transform;
        m_image.transform.localPosition = Vector3.zero;
        m_image.transform.localScale    = Vector3.one;
        //设置合成树第一个物品
        fatherItem = itemLeaf;
        //显示合成树
        showCompositePath(m_itemss);
    }
示例#4
0
    // Start is called before the first frame update
    /// <summary>
    /// 设置物品
    /// </summary>
    /// <param name="_item">选中的物品</param>
    public virtual void setItem(items _item)
    {
        //设置物品所有权
        own = itemOwn.None;
        //从对象池中取出物品格子
        if (itemObjectpoolManager.instance.getitemQueue() != 0)
        {
            m_image = itemObjectpoolManager.instance.getItem();
            m_image.SetActive(true);
        }
        else
        {
            m_image = Instantiate(Resources.Load("prefab/ShopPrefab/UI/itemImage") as GameObject);
        }
        m_items = _item;
        //加载物品图片
        m_image.GetComponent <Image>().sprite = Resources.Load <Sprite>(_item.Sprite);
        //设置物品的父物体并设置位置缩放
        m_image.transform.parent        = this.transform;
        m_image.transform.localPosition = Vector3.zero;
        m_image.transform.localScale    = Vector3.one;

        //Debug.Log(this.transform.GetChild(0).transform.Find("Name").GetComponent<Text>().text);
        //Debug.Log(_item);
        //显示物品名字和简要说明
        this.transform.GetChild(0).transform.Find("Name").GetComponent <Text>().text     = m_items.Name;
        this.transform.GetChild(0).transform.Find("synopsis").GetComponent <Text>().text = m_items.Synopsis;
        if (_item.Synopsis == "")
        {
            this.transform.GetChild(0).transform.Find("synopsis").gameObject.SetActive(false);
        }
        else
        {
            this.transform.GetChild(0).transform.Find("synopsis").gameObject.SetActive(true);
        }
        //显示物品的价格
        this.transform.GetChild(0).transform.Find("preice").GetComponent <Text>().text = _item.BuyPrice.ToString();
    }