using System.Collections.Generic; using Fort23.UTool; using GameLogic.Bag; using UnityEngine; namespace Fort23.Mono { [UIBinding(prefab = "SpecificProfessionEquipmentPanel" )] public partial class SpecificProfessionEquipmentPanel : UIPanel { private void Init() { } protected override void AddEvent() { } protected override void DelEvent() { } public override void AddButtonEvent() { btnBack.onClick.AddListener(OnclickClose); } private void OnclickClose() { UIManager.Instance.HideUIUIPanel(this); } public void InitPanel(int zy) { SetEqs(zy); } private async void SetEqs(int zy) { foreach (GameObject eqGo in eqs) { WidgetItem eqItem = await UIManager.Instance. CreateGComponentForObject(eqGo, null, root:eqGo.GetComponent()); LogTool.Log(eqGo + "设置"); eqItem.SetEmpty(); } if (BagController.Instance.EqDic.ContainsKey(zy)) { List eqList = BagController.Instance.EqDic[zy]; foreach (ItemInfo eqInfo in eqList) { if (eqInfo.eqInfo.isEquip) { // if(eqInfo.eqInfo.basicEquipConfig.Type) GameObject eqGo = eqs[eqInfo.eqInfo.basicEquipConfig.Type - 1] as GameObject; WidgetItem eqItem = await UIManager.Instance. CreateGComponentForObject(eqGo, null, root:eqGo.GetComponent()); eqItem.InitWidget(eqInfo); } } } } } }