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库存插槽
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/// </summary>
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public class UIInventorySlot : ModuleUIItem<InventorySlot>, InventoryDrag {
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public Label CountLabel => Q<Label>("Count");
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public VisualElement Image => Q<VisualElement>("Image");
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public int Count => value.count;
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public InventoryItem Item => value.item;
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public VisualElement Anchor => element;
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public UIInventorySlot(InventorySlot value, VisualElement element) : base(value, element) {
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UpdatePreview();
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element.RegisterCallback<MouseDownEvent>(MouseDownEvent);
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element.RegisterCallback<MouseOverEvent>(MouseOverEvent);
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element.RegisterCallback<MouseLeaveEvent>(MouseLeaveEvent);
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element.RegisterCallback<ClickEvent>(ClickEvent);
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}
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private void MouseDownEvent(MouseDownEvent evt) {
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UIPopupManager.I.inventoryDrag.Settings(this);
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Image.EnableInClassList("inventory-image-drag", true);
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}
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private void MouseOverEvent(MouseOverEvent evt) {
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UIPopupManager.I.inventoryDrag.EnterContainer(this);
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}
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private void MouseLeaveEvent(MouseLeaveEvent evt) {
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UIPopupManager.I.inventoryDrag.ExitContainer(this);
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}
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private void ClickEvent(ClickEvent evt) {
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// Debug.Log("sss");
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}
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public void Settings(InventoryItem item, int count) {
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value.Settings(item, count);
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UpdatePreview();
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}
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public void Cancel() {
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Image.EnableInClassList("inventory-image-drag", false);
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}
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private void UpdatePreview() {
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CountLabel.text = value.count.ToString();
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CountLabel.EnableInClassList("inventory-count-hide", value.count <= 1);
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Image.style.backgroundImage = new StyleBackground(value.Sprite);
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}
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}
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