ProfessionEquipmentPanel.cs 3.7 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. EventManager.Instance.AddEventListener(CustomEventType.Combat_EquipFall, OnHeroEquip);
  19. }
  20. private void OnHeroEquip(IEventData e)
  21. {
  22. // ProfessionEquipmentPanel professionEquipmentPanel = UIManager.Instance.GetComponent<ProfessionEquipmentPanel>();
  23. //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
  24. HeroEquipEventData data = e as HeroEquipEventData;
  25. UIManager.Instance.DormancyAllGComponent<WidgetItem>("eq");
  26. UpdateAllEq();
  27. }
  28. protected override void DelEvent()
  29. {
  30. EventManager.Instance.RemoveEventListener(CustomEventType.HeroEquip, OnHeroEquip);
  31. EventManager.Instance.RemoveEventListener(CustomEventType.Combat_EquipFall, OnHeroEquip);
  32. }
  33. public override void AddButtonEvent()
  34. {
  35. btnBack.onClick.AddListener(OnclickBack);
  36. btnInZs.onClick.AddListener(OnclickZS);
  37. btnFs.onClick.AddListener(OnclickFS);
  38. btnMs.onClick.AddListener(OnclickMS);
  39. btnYx.onClick.AddListener(OnclickYX);
  40. btnRecycle.onClick.AddListener(OnclickRecycle);
  41. }
  42. //
  43. private async void OnclickRecycle()
  44. {
  45. EqRecyclePanel eqRecyclePanel = await UIManager.Instance.LoadAndOpenPanel<EqRecyclePanel>(null);
  46. eqRecyclePanel.InitEqRecyclePanel();
  47. }
  48. private async void OnclickZS()
  49. {
  50. HeroUITools.OpenSpecificProfessionEquipmentPanel(1);
  51. }
  52. private async void OnclickFS()
  53. {
  54. HeroUITools.OpenSpecificProfessionEquipmentPanel(2);
  55. }
  56. private async void OnclickMS()
  57. {
  58. HeroUITools.OpenSpecificProfessionEquipmentPanel(3);
  59. }
  60. private async void OnclickYX()
  61. {
  62. HeroUITools.OpenSpecificProfessionEquipmentPanel(4);
  63. }
  64. private void OnclickBack()
  65. {
  66. UIManager.Instance.HideUIUIPanel(this);
  67. UIManager.Instance.DormancyAllGComponent<WidgetItem>("eq");
  68. }
  69. public async void InitPanel()
  70. {
  71. UpdateAllEq();
  72. }
  73. public void UpdateAllEq()
  74. {
  75. PlayerManager.Instance.eqController.UpdateAllBestEqs();
  76. UpdateZyEqs(1);
  77. UpdateZyEqs(2);
  78. UpdateZyEqs(3);
  79. UpdateZyEqs(4);
  80. }
  81. public void UpdateZyEqs(int zy)
  82. {
  83. bool show = false;
  84. switch (zy)
  85. {
  86. case 1:
  87. HeroUITools.UpdateZyEqIcon(1, zsEqs, action:OnclickZS);
  88. break;
  89. case 2:
  90. HeroUITools.UpdateZyEqIcon(2, fsEqs, action:OnclickFS);
  91. break;
  92. case 3:
  93. HeroUITools.UpdateZyEqIcon(3, msEqs, action:OnclickMS);
  94. break;
  95. case 4:
  96. HeroUITools.UpdateZyEqIcon(4, yxEqs, action:OnclickYX);
  97. break;
  98. }
  99. show = HeroUITools.IsShowRedPointProEq(zy);
  100. (allAlterObj[zy - 1] as GameObject)?.SetActive(show);
  101. }
  102. }
  103. }