重做物品系统
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UIElements;
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using MuHua;
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/// <summary>
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/// UI装备栏
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/// </summary>
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public class UIEquipment : ModuleUIPanel {
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public Equipment equipment;
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/// <summary> 插槽字典 </summary>
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public Dictionary<string, UIEquipmentSlot> dictionary = new Dictionary<string, UIEquipmentSlot>();
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public UIEquipment(VisualElement element) : base(element) {
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InitialSlot(1, EquipmentSlotType.主手);
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InitialSlot(2, EquipmentSlotType.副手);
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InitialSlot(3, EquipmentSlotType.上衣);
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InitialSlot(4, EquipmentSlotType.项链);
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InitialSlot(5, EquipmentSlotType.戒指1);
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InitialSlot(6, EquipmentSlotType.戒指2);
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InitialSlot(7, EquipmentSlotType.手镯1);
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InitialSlot(8, EquipmentSlotType.手镯2);
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InitialSlot(9, EquipmentSlotType.头盔);
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InitialSlot(10, EquipmentSlotType.手套);
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InitialSlot(11, EquipmentSlotType.腰带);
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InitialSlot(12, EquipmentSlotType.鞋子);
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}
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public void Dispose() {
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}
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public void Settings(Equipment equipment) {
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if (this.equipment != null) { Dispose(); }
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this.equipment = equipment;
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if (equipment == null) { return; }
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equipment.ForEach(Settings);
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}
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public void Settings(string key, InventorySlot slot) {
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if (!dictionary.ContainsKey(key)) { return; }
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UIEquipmentSlot uiSlot = dictionary[key];
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uiSlot.Settings(slot);
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}
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private void InitialSlot(int index, EquipmentSlotType type) {
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VisualElement element = Q<VisualElement>($"EquipmentSlot{index}");
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UIEquipmentSlot uiSlot = new UIEquipmentSlot(element);
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dictionary.Add(type.ToString(), uiSlot);
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}
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}
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