示例#1
0
 public void complete()
 {
     m_VisualSelector.onComplete();
     this.sourceInventory = null;
     this.targetInventory = null;
     this.sourceSlot      = null;
 }
示例#2
0
 public override void close()
 {
     base.close();
     this.indexInFilter = -1;
     m_ItemSlot         = null;
     TezSamplePool <TezInventoryFilterSlot> .instance.recycle(this);
 }
示例#3
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        private TezInventoryFilterSlot createOrGetFilterSlot(TezInventoryItemSlot itemSlot)
        {
            if (!m_SlotDic.TryGetValue(itemSlot.index, out var slot))
            {
                foreach (var filter_slot in m_SlotList)
                {
                    if (filter_slot.itemSlot == null)
                    {
                        slot = filter_slot;
                        break;
                    }
                }

                if (slot == null)
                {
                    slot       = TezInventoryFilterSlot.create();
                    slot.index = m_SlotList.Count;
                    m_SlotList.Add(slot);
                }
                m_SlotDic.Add(itemSlot.index, slot);

                slot.bindItemSlot(itemSlot);
            }

            return(slot);
        }
示例#4
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        public virtual void close()
        {
            this.sourceInventory = null;
            this.targetInventory = null;

            this.sourceSlot = null;
        }
示例#5
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        private TezInventoryItemSlot findSlotStackable(TezComData gameObject)
        {
            TezInventoryItemSlot result_slot = null;

            int result_index = 0;

            while (result_index < m_Slots.Count)
            {
                var slot = m_Slots[result_index];
                ///找空格子
                if (result_slot == null && slot.item == null)
                {
                    result_slot = slot;
                }

                ///找相同格子
                ///可堆叠的物品
                ///他们的模板相同
                if (slot.item != null && slot.item.templateAs(gameObject))
                {
                    result_slot = slot;
                    break;
                }

                result_index++;
            }

            return(result_slot);
        }
示例#6
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 private void onItemAdded(TezInventoryItemSlot itemSlot)
 {
     ///添加物品时需要计算过滤范围
     ///如果不符合条件
     ///就不显示
     if (m_CurrentFilter.calculate(itemSlot.item))
     {
         var data_slot = m_CurrentFilter.createSlot(itemSlot);
         if (data_slot != null)
         {
             onItemChanged?.Invoke(data_slot);
         }
     }
 }
示例#7
0
        /// <summary>
        /// 堆叠型加入
        /// </summary>
        public void store(TezComData gameObject, int count)
        {
            var stack_max_count = TezDatabaseItemConfig.getConfig(gameObject.category).stackCount;
            TezInventoryItemSlot result_slot = this.findSlotStackable(gameObject);

            ///找到空格子
            if (result_slot != null)
            {
                if (result_slot.item != null)
                {
                    result_slot.count += count;
                    var remain = result_slot.count - stack_max_count;
                    if (remain > 0)
                    {
                        result_slot.count = stack_max_count;
                        this.store(gameObject, remain);
                    }
                    else
                    {
                        gameObject.close();
                    }
                }
                else
                {
                    result_slot.item = gameObject;
                    if (count > stack_max_count)
                    {
                        result_slot.count = stack_max_count;
                        this.store(gameObject, count - stack_max_count);
                    }
                    else
                    {
                        result_slot.count = count;
                    }
                }
            }
            ///没有找到空格子
            else
            {
                result_slot       = this.createItemSlot();
                result_slot.item  = gameObject;
                result_slot.count = count;
                result_slot.index = m_Slots.Count;

                m_Slots.Add(result_slot);
            }

            onItemAdded?.Invoke(result_slot);
        }
示例#8
0
        private void onItemRemoved(TezInventoryItemSlot itemSlot)
        {
            ///删除时无需检测过滤条件
            ///只需要检测是否被当前过滤条件记录即可
            var data_slot = m_CurrentFilter.convertToDataSlot(itemSlot);

            if (data_slot != null)
            {
                onItemChanged?.Invoke(data_slot);
                if (data_slot.category == TezInventoryDataSlot.Category.Filter)
                {
                    if (itemSlot.item == null)
                    {
                        m_SlotDic.Remove(itemSlot.index);
                        ((TezInventoryFilterSlot)data_slot).bindItemSlot(null);
                    }
                }
            }
        }
示例#9
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        /// <summary>
        /// 存入
        /// 不允许堆叠
        /// </summary>
        public void store(TezComData gameObject)
        {
            TezInventoryItemSlot result_slot = this.findSlotUnstackable();

            ///找到空格子
            if (result_slot != null)
            {
                result_slot.item  = gameObject;
                result_slot.count = -1;
            }
            ///没有找到空格子
            else
            {
                result_slot       = this.createItemSlot();
                result_slot.item  = gameObject;
                result_slot.count = -1;
                result_slot.index = m_Slots.Count;

                m_Slots.Add(result_slot);
            }

            onItemAdded?.Invoke(result_slot);
        }
示例#10
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 public void setSlot(TezInventoryItemSlot slot)
 {
     this.sourceSlot      = slot;
     this.sourceInventory = slot.inventory;
     m_VisualSelector.onSelect(slot.item);
 }
示例#11
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 public void bindItemSlot(TezInventoryItemSlot slot)
 {
     m_ItemSlot = slot;
 }
示例#12
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 public override TezInventoryDataSlot createSlot(TezInventoryItemSlot itemSlot)
 {
     return(this.manager.createOrGetFilterSlot(itemSlot));
 }
示例#13
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 public override TezInventoryDataSlot createSlot(TezInventoryItemSlot itemSlot)
 {
     return(itemSlot);
 }
示例#14
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 public override TezInventoryDataSlot convertToDataSlot(TezInventoryItemSlot itemSlot)
 {
     return(itemSlot);
 }
示例#15
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 public abstract TezInventoryDataSlot createSlot(TezInventoryItemSlot itemSlot);
示例#16
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 /// <summary>
 /// 将当前ItemSlot
 /// 转化为Filter中的Slot
 /// </summary>
 public abstract TezInventoryDataSlot convertToDataSlot(TezInventoryItemSlot itemSlot);
示例#17
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        public static void selectSlot(TezInventory inventory, TezInventoryItemSlot itemSlot)
        {
            if (itemSlot.picked)
            {
                return;
            }

            ///没有被选择的Inventory 或者是一样的 就是Pick功能
            if (m_SelectedInventory == null)
            {
                itemSlot.picked     = true;
                m_SelectedInventory = inventory;
                m_SelectedItemList.Add(itemSlot);
                eventState?.Invoke(State.BeginAdd);
            }
            else
            {
                if (m_SelectedInventory == inventory)
                {
                    itemSlot.picked = true;
                    m_SelectedItemList.Add(itemSlot);
                    eventState?.Invoke(State.ContinueAdd);
                }
                else
                {
                    ///只选择了一个
                    if (m_SelectedItemList.Count == 1)
                    {
                        ///如果选择的槽位有item了
                        ///就是交换功能
                        if (itemSlot.item != null)
                        {
                            var count = m_SelectedItemList[0].count;
                            var temp  = m_SelectedItemList[0].take();

                            m_SelectedItemList[0].item  = itemSlot.item;
                            m_SelectedItemList[0].count = itemSlot.count;

                            itemSlot.item  = temp;
                            itemSlot.count = count;

                            eventState?.Invoke(State.ItemSwitch);
                        }
                        ///否则就是存储功能
                        else
                        {
                            var count = m_SelectedItemList[0].count;
                            var item  = m_SelectedItemList[0].take();
                            itemSlot.store(item, count);

                            eventState?.Invoke(State.ContinueAdd);
                        }
                    }
                    ///大量释放就是存储功能
                    else
                    {
                        for (int i = 0; i < m_SelectedItemList.Count; i++)
                        {
                            var count = m_SelectedItemList[i].count;
                            var item  = m_SelectedItemList[i].take();
                            inventory.store(item, count);
                        }

                        eventState?.Invoke(State.ContinueAdd);
                    }
                }
            }
        }
示例#18
0
 public override TezInventoryDataSlot convertToDataSlot(TezInventoryItemSlot itemSlot)
 {
     this.manager.m_SlotDic.TryGetValue(itemSlot.index, out var slot);
     return(slot);
 }