示例#1
0
 private void setEquipment(MMX.HumanEquipment item, int index)
 {
     if (index <= 2)
     {
         currentHuman.equipments.setWeapon(item as MMX.HumanWeaponEquipment, index);
     }
     else
     {
         currentHuman.equipments.setArmor(item as MMX.HumanArmorEquipment, (MMX.HumanArmorEquipmentType)(index - 3));
     }
     refreshEquipment();
 }
示例#2
0
    public void selectedButtonChanged()
    {
        if (selectButtonPanel.getButtonActive())
        {
            currentSelectedGameObject.GetComponent <ButtonController>().clickEvent();
        }
        else if (equipmentPanel.getButtonActive())
        {
            var index = currentSelectedGameObject.GetComponent <ButtonController>().siblingButtonIndex;

            MMX.HumanEquipment item = null;
            if (index <= 2)
            {
                item = currentHuman.equipments.weapons[index];
            }
            else
            {
                if (currentHuman.equipments.armors.ContainsKey((MMX.HumanArmorEquipmentType)(index - 3)))
                {
                    item = currentHuman.equipments.armors[(MMX.HumanArmorEquipmentType)(index - 3)];
                }
            }
            if (item == null)
            {
                leftPanelFields.IntroducePanel.GetComponent <UnityEngine.CanvasGroup>().alpha = 0;
                return;
            }
            else
            {
                this.leftPanelFields.ItemNameText.text = item.name;
                if (item is MMX.HumanWeaponEquipment)
                {
                    leftPanelFields.WeaponPanel.SetActive(true);
                    leftPanelFields.ArmorPanel.SetActive(false);
                    this.leftPanelFields.ItemDescriptionText.text = "武器";
                    var weaponItem = item as MMX.HumanWeaponEquipment;
                    this.leftPanelFields.DamageText.text   = "攻击力: " + weaponItem.attack;
                    this.leftPanelFields.RangeText.text    = "范围: " + weaponItem.attackRangeType.getName();
                    this.leftPanelFields.PropertyText.text = "属性: " + weaponItem.attackProperty.getName();
                    UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(leftPanelFields.IntroducePanel.GetComponent <RectTransform>());
                }
                else
                {
                    leftPanelFields.WeaponPanel.SetActive(false);
                    leftPanelFields.ArmorPanel.SetActive(true);

                    var armorItem = item as MMX.HumanArmorEquipment;
                    this.leftPanelFields.ItemDescriptionText.text = armorItem.type.getName();
                    this.leftPanelFields.ArmorDamageText.text     = "攻击力: " + armorItem.attack;
                    this.leftPanelFields.DefenseText.text         = "防御力: " + armorItem.defense;
                    this.leftPanelFields.VelocityText.text        = "速度值: " + armorItem.speed;
                    this.leftPanelFields.MachoText.text           = "男人味: " + armorItem.manliness;

                    leftPanelFields.propertyTexts[0].text = "" + armorItem.fireResistance;
                    leftPanelFields.propertyTexts[1].text = "" + armorItem.iceResistance;
                    leftPanelFields.propertyTexts[2].text = "" + armorItem.electricResistance;
                    leftPanelFields.propertyTexts[3].text = "" + armorItem.sonicResistance;
                    leftPanelFields.propertyTexts[4].text = "" + armorItem.gasResistance;
                    leftPanelFields.propertyTexts[5].text = "" + armorItem.laserResistance;
                    UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(leftPanelFields.IntroducePanel.GetComponent <RectTransform>());
                }
                leftPanelFields.IntroducePanel.GetComponent <UnityEngine.CanvasGroup>().alpha = 1;
            }
        }
    }