using System.Collections.Generic;
using Fort23.UTool;
using GameLogic.Bag;
using UnityEngine;
namespace Fort23.Mono
{
[UIBinding(prefab = "ProfessionEquipmentPanel" )]
public partial class ProfessionEquipmentPanel : UIPanel
{
private void Init()
{
}
protected override void AddEvent()
{
}
protected override void DelEvent()
{
}
public override void AddButtonEvent()
{
btnBack.onClick.AddListener(OnclickBack);
btnZs.onClick.AddListener(OnclickZS);
btnFs.onClick.AddListener(OnclickFS);
btnMs.onClick.AddListener(OnclickMS);
btnYx.onClick.AddListener(OnclickYX);
}
private async void OnclickZS()
{
OpenSpecificProfessionEquipmentPanel(1);
}
private async void OnclickFS()
{
OpenSpecificProfessionEquipmentPanel(2);
}
private async void OnclickMS()
{
OpenSpecificProfessionEquipmentPanel(3);
}
private async void OnclickYX()
{
OpenSpecificProfessionEquipmentPanel(4);
}
///
/// 打开对应职业的装备面板
///
/// 1战士;2法师;3牧师;4游侠
private async void OpenSpecificProfessionEquipmentPanel(int zy)
{
SpecificProfessionEquipmentPanel specificProfessionEquipmentPanel
= await UIManager.Instance.LoadAndOpenPanel(null);
specificProfessionEquipmentPanel.InitPanel(zy);
}
private void OnclickBack()
{
UIManager.Instance.HideUIUIPanel(this);
UIManager.Instance.DormancyAllGComponent("eq");
}
public async void InitPanel()
{
UpdateAllEq();
}
public void UpdateAllEq()
{
UpdateZyEqs(1);
UpdateZyEqs(2);
UpdateZyEqs(3);
UpdateZyEqs(4);
}
public void UpdateZyEqs(int zy)
{
switch (zy)
{
case 1:
HeroUITools.UpdateZyEqIcon(1, zsEqs, size:0.9f);
break;
case 2:
HeroUITools.UpdateZyEqIcon(2, fsEqs, size:0.9f);
break;
case 3:
HeroUITools.UpdateZyEqIcon(3, msEqs, size:0.9f);
break;
case 4:
HeroUITools.UpdateZyEqIcon(4, yxEqs, size:0.9f);
break;
}
}
}
}