SpecificProfessionEquipmentPanel.cs 4.0 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 = "SpecificProfessionEquipmentPanel" )]
  10. public partial class SpecificProfessionEquipmentPanel : UIPanel
  11. {
  12. private void Init()
  13. {
  14. }
  15. protected override void AddEvent()
  16. {
  17. }
  18. protected override void DelEvent()
  19. {
  20. }
  21. public override void AddButtonEvent()
  22. {
  23. btnBack.onClick.AddListener(OnclickClose);
  24. btnOnce.onClick.AddListener(OnclickOnce);
  25. }
  26. private bool isClickOnce = false;
  27. private void OnclickOnce()
  28. {
  29. isClickOnce = PlayerManager.Instance.eqController.EquipZyEqs(curZy);
  30. HeroUITools.UpdateZyEqIcon(curZy, eqs, 30);
  31. }
  32. private async void OnclickClose()
  33. {
  34. UIManager.Instance.HideUIUIPanel(this);
  35. if (isClickOnce)
  36. {
  37. ProfessionEquipmentPanel professionEquipmentPanel = await UIManager.Instance.LoadAndOpenPanel<ProfessionEquipmentPanel>(null);
  38. professionEquipmentPanel.UpdateZyEqs(curZy);
  39. HeroPowerUpEventData data = new HeroPowerUpEventData();
  40. data.upType = HeroUpType.BasicEquip;
  41. EventManager.Instance.Dispatch(CustomEventType.HeroPowerUp, data);
  42. }
  43. }
  44. public void InitPanel(int zy)
  45. {
  46. // SetEqs(zy);
  47. isClickOnce = false;
  48. curZy = zy;
  49. HeroUITools.UpdateZyEqIcon(zy, eqs, 30);
  50. }
  51. public int curZy;
  52. private async void SetEqs(int zy)
  53. {
  54. curZy = zy;
  55. // foreach (GameObject eqGo in eqs)
  56. // {
  57. // WidgetItem eqItem = await UIManager.Instance.
  58. // CreateGComponentForObject<WidgetItem>(eqGo,
  59. // null, root:eqGo.GetComponent<RectTransform>());
  60. // LogTool.Log(eqGo + "设置");
  61. // eqItem.SetEmpty();
  62. // }
  63. HeroUITools.UpdateZyEqIcon(zy, eqs, 30);
  64. // if (PlayerManager.Instance.eqController.zyEqDic.TryGetValue(zy, out Dictionary<int ,List<ItemInfo>> bwDic))
  65. // {
  66. // foreach (KeyValuePair<int,List<ItemInfo>> keyValuePair in bwDic)
  67. // {
  68. // //遍历每个部位下的全部装备
  69. // foreach (ItemInfo eqInfo in keyValuePair.Value)
  70. // {
  71. // if (eqInfo.eqInfo.isEquip)
  72. // {
  73. // GameObject eqGo = eqs[keyValuePair.Key - 1] as GameObject;
  74. // WidgetItem eqItem = await UIManager.Instance.
  75. // CreateGComponentForObject<WidgetItem>(eqGo, null, root:eqGo.GetComponent<RectTransform>());
  76. // eqItem.InitWidget(eqInfo);
  77. // }
  78. // }
  79. // }
  80. // }
  81. // if (PlayerManager.Instance.eqController.zyEqDic.TryGetValue(zy, out var bwDic))
  82. // {
  83. // List<ItemInfo> eqList = BagController.Instance.EqDic[zy];
  84. // foreach (ItemInfo eqInfo in eqList)
  85. // {
  86. // if (eqInfo.eqInfo.isEquip)
  87. // {
  88. // // if(eqInfo.eqInfo.basicEquipConfig.Type)
  89. // GameObject eqGo = eqs[eqInfo.eqInfo.basicEquipConfig.Type - 1] as GameObject;
  90. // WidgetItem eqItem = await UIManager.Instance.
  91. // CreateGComponentForObject<WidgetItem>(eqGo, null, root:eqGo.GetComponent<RectTransform>());
  92. // eqItem.InitWidget(eqInfo);
  93. // }
  94. // }
  95. // }
  96. }
  97. }
  98. }