//用于实现制作CD的 IEnumerator AddCraftingItem(ItemData itemdata) { int amount = itemdata.amountToCraft; CostIngredients(itemdata.m_CraftingBluePrint.ingredients, amount); PlayerInventoryManager.UpdatePlayerCurrency(itemdata.m_CraftingBluePrint.craftingPrices, -1 * amount); //Debug.Log(amount); for (int i = 0; i < amount; i++) { StartCD(itemdata.slot, itemdata.m_CraftingBluePrint.craftingTime); if (itemdata.m_CraftingBluePrint.CDAllWhenCrafting) { AllStartCD(itemdata.m_CraftingBluePrint.craftingTime); } yield return(new WaitForSeconds(itemdata.m_CraftingBluePrint.craftingTime)); int chance = Random.Range(0, 100); if (chance < itemdata.m_CraftingBluePrint.successChance * 100) { Debug.Log("Crafting Success"); //废用的,直接加到玩家背包里,他们说不好 //playerInventory.AddItem(id); //现在是在指定合成地点掉落 Instantiate(Q_GameMaster.Instance.inventoryManager.itemDataBase.getItemByID(itemdata.item.ID).m_object, craftingSpawningPosition.position + spawnOffset, Quaternion.identity); itemdata.inputField.text = (--itemdata.amountToCraft).ToString(); } else { Debug.Log("Crafting Failed"); } } itemdata.amountToCraft = 1; itemdata.isCrafting = false; itemdata.inputField.text = (itemdata.amountToCraft).ToString(); }
//卖东西 public void SellItem() { PlayerInventoryManager.UpdatePlayerCurrency(item.sell_Price, amount); ClearItem(); }
void AddCurrency() { PlayerInventoryManager.UpdatePlayerCurrency(currencyAmounts, 1); Destroy(gameObject); }
public static void ChangePlayerCurrency(List <Price> prices, int itemAmount) { PlayerInventoryManager.UpdatePlayerCurrency(prices, itemAmount); }