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); btnInZs.onClick.AddListener(OnclickZS); btnFs.onClick.AddListener(OnclickFS); btnMs.onClick.AddListener(OnclickMS); btnYx.onClick.AddListener(OnclickYX); btnRecycle.onClick.AddListener(OnclickRecycle); } // private async void OnclickRecycle() { EqRecyclePanel eqRecyclePanel = await UIManager.Instance.LoadAndOpenPanel(null); eqRecyclePanel.InitEqRecyclePanel(); } 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, action:OnclickZS); break; case 2: HeroUITools.UpdateZyEqIcon(2, fsEqs, action:OnclickFS); break; case 3: HeroUITools.UpdateZyEqIcon(3, msEqs, action:OnclickMS); break; case 4: HeroUITools.UpdateZyEqIcon(4, yxEqs, action:OnclickYX); break; } } } }