ProfessionEquipmentPanel.cs 3.6 KB

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  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Fort23.Core;
  4. using Fort23.UTool;
  5. using GameLogic.Bag;
  6. using UnityEngine;
  7. namespace Fort23.Mono
  8. {
  9. [UIBinding(prefab = "ProfessionEquipmentPanel" )]
  10. public partial class ProfessionEquipmentPanel : UIPanel
  11. {
  12. private void Init()
  13. {
  14. }
  15. protected override void AddEvent()
  16. {
  17. EventManager.Instance.AddEventListener(CustomEventType.HeroEquip, OnHeroEquip);
  18. }
  19. private void OnHeroEquip(IEventData e)
  20. {
  21. // ProfessionEquipmentPanel professionEquipmentPanel = UIManager.Instance.GetComponent<ProfessionEquipmentPanel>();
  22. //现在是全更新的,后面可以优化成只更新对应职业的装备栏,现在无法这样做的原因是,池子回收了全部装备
  23. HeroEquipEventData data = e as HeroEquipEventData;
  24. UIManager.Instance.DormancyAllGComponent<WidgetItem>("eq");
  25. UpdateAllEq();
  26. }
  27. protected override void DelEvent()
  28. {
  29. EventManager.Instance.RemoveEventListener(CustomEventType.HeroEquip, OnHeroEquip);
  30. }
  31. public override void AddButtonEvent()
  32. {
  33. btnBack.onClick.AddListener(OnclickBack);
  34. btnInZs.onClick.AddListener(OnclickZS);
  35. btnFs.onClick.AddListener(OnclickFS);
  36. btnMs.onClick.AddListener(OnclickMS);
  37. btnYx.onClick.AddListener(OnclickYX);
  38. btnRecycle.onClick.AddListener(OnclickRecycle);
  39. }
  40. //
  41. private async void OnclickRecycle()
  42. {
  43. EqRecyclePanel eqRecyclePanel = await UIManager.Instance.LoadAndOpenPanel<EqRecyclePanel>(null);
  44. eqRecyclePanel.InitEqRecyclePanel();
  45. }
  46. private async void OnclickZS()
  47. {
  48. HeroUITools.OpenSpecificProfessionEquipmentPanel(1);
  49. }
  50. private async void OnclickFS()
  51. {
  52. HeroUITools.OpenSpecificProfessionEquipmentPanel(2);
  53. }
  54. private async void OnclickMS()
  55. {
  56. HeroUITools.OpenSpecificProfessionEquipmentPanel(3);
  57. }
  58. private async void OnclickYX()
  59. {
  60. HeroUITools.OpenSpecificProfessionEquipmentPanel(4);
  61. }
  62. private void OnclickBack()
  63. {
  64. UIManager.Instance.HideUIUIPanel(this);
  65. UIManager.Instance.DormancyAllGComponent<WidgetItem>("eq");
  66. }
  67. public async void InitPanel()
  68. {
  69. UpdateAllEq();
  70. }
  71. public void UpdateAllEq()
  72. {
  73. PlayerManager.Instance.eqController.UpdateAllBestEqs();
  74. UpdateZyEqs(1);
  75. UpdateZyEqs(2);
  76. UpdateZyEqs(3);
  77. UpdateZyEqs(4);
  78. }
  79. public void UpdateZyEqs(int zy)
  80. {
  81. bool show = false;
  82. switch (zy)
  83. {
  84. case 1:
  85. HeroUITools.UpdateZyEqIcon(1, zsEqs, action:OnclickZS);
  86. break;
  87. case 2:
  88. HeroUITools.UpdateZyEqIcon(2, fsEqs, action:OnclickFS);
  89. break;
  90. case 3:
  91. HeroUITools.UpdateZyEqIcon(3, msEqs, action:OnclickMS);
  92. break;
  93. case 4:
  94. HeroUITools.UpdateZyEqIcon(4, yxEqs, action:OnclickYX);
  95. break;
  96. }
  97. show = HeroUITools.IsShowRedPointProEq(zy);
  98. (allAlterObj[zy - 1] as GameObject)?.SetActive(show);
  99. }
  100. }
  101. }