1
This commit is contained in:
@@ -6,6 +6,6 @@ using UnityEngine;
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/// 装备 - 物品
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/// </summary>
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public class DataEquipment : DataItem {
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/// <summary> 装备类型 </summary>
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/// <summary> 装备类型 (类型1/类型2) </summary>
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public string type;
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}
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@@ -1,3 +1,4 @@
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using System;
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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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@@ -12,10 +13,17 @@ public class Equipment {
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/// <summary> 索引器 </summary>
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public EquipmentSlot this[string key] => dictionary[key];
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public bool ContainsKey(string key) => dictionary.ContainsKey(key);
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/// <summary> 添加插槽 </summary>
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public void AddSlot(EquipmentSlot slot) => dictionary.Add(slot.name, slot);
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}
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/// <summary>
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/// 插槽类型
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/// </summary>
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public enum SlotType {
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库存, 主手, 副手, 上衣, 头盔, 手套, 腰带, 鞋子, 项链, 戒指1, 戒指2, 手镯1, 手镯2
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}
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/// <summary>
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/// 装备插槽
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/// </summary>
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public abstract class EquipmentSlot {
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@@ -24,7 +32,14 @@ public abstract class EquipmentSlot {
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/// <summary> 物品 </summary>
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public DataEquipment item;
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public EquipmentSlot(string name) => this.name = name;
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public EquipmentSlot(SlotType slot) => name = slot.ToString();
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/// <summary> 设置 </summary>
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public void Settings(DataItem item, int count) {
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if (item is DataEquipment equipment) { this.item = equipment; }
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else { this.item = null; }
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}
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public abstract bool Verify(DataEquipment equipment);
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}
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/// <summary>
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/// 武器 - 装备插槽
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@@ -33,7 +48,14 @@ public class WeaponSlot : EquipmentSlot {
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/// <summary> 副手插槽 </summary>
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public DeputySlot deputy;
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public WeaponSlot(string name) : base(name) { }
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public WeaponSlot(SlotType slot) : base(slot) { }
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public override bool Verify(DataEquipment equipment) {
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string[] type = equipment.type.Split("/");
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if (type[0] == WeaponType.单手.ToString()) { return true; }
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if (type[0] == WeaponType.双手.ToString()) { return true; }
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return false;
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}
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}
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/// <summary>
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/// 副手 - 装备插槽
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@@ -42,21 +64,41 @@ public class DeputySlot : EquipmentSlot {
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/// <summary> 主手插槽 </summary>
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public WeaponSlot weapon;
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public DeputySlot(string name) : base(name) { }
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public DeputySlot(SlotType slot) : base(slot) { }
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public override bool Verify(DataEquipment equipment) {
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string[] type = equipment.type.Split("/");
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if (type[0] == WeaponType.副手.ToString()) { return true; }
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return false;
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}
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}
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/// <summary>
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/// 护甲 - 装备插槽
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/// </summary>
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public class ArmorSlot : EquipmentSlot {
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/// <summary> 护甲类型 </summary>
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public string armorType;
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public ArmorSlot(string name) : base(name) { }
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public ArmorSlot(SlotType slot, ArmorType armor) : base(slot) => armorType = armor.ToString();
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public override bool Verify(DataEquipment equipment) {
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string[] type = equipment.type.Split("/");
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if (type[0] == armorType) { return true; }
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return false;
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}
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}
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/// <summary>
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/// 饰品 - 装备插槽
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/// </summary>
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public class AccessorySlot : EquipmentSlot {
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/// <summary> 饰品类型 </summary>
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public string accessoryType;
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public AccessorySlot(string name) : base(name) { }
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public AccessorySlot(SlotType slot, AccessoryType accessory) : base(slot) => accessoryType = accessory.ToString();
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public override bool Verify(DataEquipment equipment) {
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string[] type = equipment.type.Split("/");
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if (type[0] == accessoryType) { return true; }
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return false;
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}
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}
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@@ -9,17 +9,17 @@ using MuHua;
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/// </summary>
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public class UIDragItem : ModuleUIPanel, UIControl {
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/// <summary> 画布 </summary>
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private VisualElement canvas;
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public VisualElement canvas;
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/// <summary> 是否启用 </summary>
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private bool isEnable;
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public bool isEnable;
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/// <summary> 鼠标位置 </summary>
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private Vector2 mousePosition;
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public Vector2 mousePosition;
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/// <summary> 偏移位置 </summary>
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private Vector2 offsetPosition;
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public Vector2 offsetPosition;
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/// <summary> 物品容器 </summary>
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private DragContainer container;
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public DragContainer container;
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/// <summary> 目标容器 </summary>
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private DragContainer targetContainer;
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public DragContainer targetContainer;
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public Label Count => Q<Label>("Count");
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public VisualElement Image => Q<VisualElement>("Image");
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@@ -36,8 +36,12 @@ public class UIDragItem : ModuleUIPanel, UIControl {
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isEnable = false;
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container?.Cancel();
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element.EnableInClassList("document-page-hide", !isEnable);
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// 交换物品
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if (container == null || targetContainer == null) { return; }
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container.Exchange(targetContainer);
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int count = targetContainer.Count;
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DataItem item = targetContainer.Item;
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targetContainer.Settings(container.Item, container.Count);
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container.Settings(item, count);
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}
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private void FloatingFunc(MouseMoveEvent evt) {
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mousePosition = evt.mousePosition;
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@@ -90,6 +94,6 @@ public interface DragContainer {
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/// <summary> 取消拖拽 </summary>
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public void Cancel();
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/// <summary> 交换物品 </summary>
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public void Exchange(DragContainer container);
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/// <summary> 设置物品 </summary>
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public void Settings(DataItem item, int count);
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}
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@@ -9,21 +9,45 @@ using MuHua;
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/// </summary>
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public class UIEquipment : ModuleUIPanel {
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public VisualElement EquipmentSlot1 => Q<VisualElement>("EquipmentSlot1");// 主手
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public VisualElement EquipmentSlot2 => Q<VisualElement>("EquipmentSlot2");// 副手
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public VisualElement EquipmentSlot3 => Q<VisualElement>("EquipmentSlot3");// 衣服
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public VisualElement EquipmentSlot4 => Q<VisualElement>("EquipmentSlot4");// 项链
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public VisualElement EquipmentSlot5 => Q<VisualElement>("EquipmentSlot5");// 戒指1
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public VisualElement EquipmentSlot6 => Q<VisualElement>("EquipmentSlot6");// 戒指2
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public VisualElement EquipmentSlot7 => Q<VisualElement>("EquipmentSlot7");// 手镯1
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public VisualElement EquipmentSlot8 => Q<VisualElement>("EquipmentSlot8");// 手镯2
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public VisualElement EquipmentSlot9 => Q<VisualElement>("EquipmentSlot9");// 头盔
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public VisualElement EquipmentSlot10 => Q<VisualElement>("EquipmentSlot10");// 手套
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public VisualElement EquipmentSlot11 => Q<VisualElement>("EquipmentSlot11");// 腰带
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public VisualElement EquipmentSlot12 => Q<VisualElement>("EquipmentSlot12");// 鞋子
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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, SlotType.主手);
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InitialSlot(2, SlotType.副手);
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InitialSlot(3, SlotType.上衣);
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InitialSlot(4, SlotType.项链);
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InitialSlot(4, SlotType.戒指1);
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InitialSlot(4, SlotType.戒指2);
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InitialSlot(4, SlotType.手镯1);
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InitialSlot(4, SlotType.手镯2);
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InitialSlot(4, SlotType.头盔);
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InitialSlot(4, SlotType.手套);
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InitialSlot(4, SlotType.腰带);
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InitialSlot(4, SlotType.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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foreach (var item in dictionary) {
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if (!equipment.ContainsKey(item.Key)) { continue; }
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EquipmentSlot slot = equipment[item.Key];
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item.Value.Settings(slot);
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}
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}
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private void InitialSlot(int index, SlotType 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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/// <summary>
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@@ -51,6 +75,7 @@ public class UIEquipmentSlot : ModuleUIPanel, DragContainer {
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Image.EnableInClassList("equipment-image-drag", true);
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}
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private void MouseOverEvent(MouseOverEvent evt) {
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if (!Verify()) { return; }
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UIPopupManager.I.dragItem.EnterContainer(this);
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}
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private void MouseLeaveEvent(MouseLeaveEvent evt) {
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@@ -64,24 +89,22 @@ public class UIEquipmentSlot : ModuleUIPanel, DragContainer {
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this.value = value;
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UpdatePreview();
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}
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public void Settings(DataItem 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("equipment-image-drag", false);
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}
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public void Exchange(DragContainer container) {
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int count = container.Count;
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DataEquipment item = container.Item as DataEquipment;
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if (container is UIInventory.UIItem inventoryItem) {
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inventoryItem.value.Settings(value.item, 1);
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inventoryItem.UpdatePreview();
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}
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value.item = item;
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UpdatePreview();
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}
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private void UpdatePreview() {
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Sprite sprite = value == null || value.item == null ? null : value.item.sprite;
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Image.style.backgroundImage = new StyleBackground(sprite);
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}
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private bool Verify() {
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DragContainer container = UIPopupManager.I.dragItem.container;
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if (container == null) { return false; }
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if (container.Item is DataEquipment equipment) { return value.Verify(equipment); }
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return false;
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}
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}
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@@ -10,13 +10,13 @@ using MuHua;
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public class UIInventory : ModuleUIPanel {
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public Inventory inventory;
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public ModuleUIItems<UIItem, InventorySlot> items;
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public ModuleUIItems<UIInventorySlot, InventorySlot> items;
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public VisualElement Container => Q<VisualElement>("Container");
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public UIInventory(VisualElement element, VisualTreeAsset templateAsset) : base(element) {
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items = new ModuleUIItems<UIItem, InventorySlot>(Container, templateAsset,
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(data, element) => new UIItem(data, element));
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items = new ModuleUIItems<UIInventorySlot, InventorySlot>(Container, templateAsset,
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(data, element) => new UIInventorySlot(data, element));
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}
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public void Dispose() {
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items.Release();
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@@ -35,58 +35,51 @@ public class UIInventory : ModuleUIPanel {
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private void Inventory_OnChange(Inventory inventory) {
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items.Create(inventory.slots);
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}
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/// <summary> UI项目 </summary>
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public class UIItem : ModuleUIItem<InventorySlot>, DragContainer {
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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 DataItem Item => value.item;
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public VisualElement Anchor => element;
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public UIItem(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.dragItem.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.dragItem.EnterContainer(this);
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}
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private void MouseLeaveEvent(MouseLeaveEvent evt) {
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UIPopupManager.I.dragItem.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 Cancel() {
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Image.EnableInClassList("inventory-image-drag", false);
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}
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public void Exchange(DragContainer container) {
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int count = container.Count;
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DataItem item = container.Item;
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if (container is UIItem inventoryItem) {
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inventoryItem.value.Settings(value.item, value.count);
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inventoryItem.UpdatePreview();
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}
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value.Settings(item, count);
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UpdatePreview();
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}
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public 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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}
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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>, DragContainer {
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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 DataItem 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.dragItem.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.dragItem.EnterContainer(this);
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}
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private void MouseLeaveEvent(MouseLeaveEvent evt) {
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UIPopupManager.I.dragItem.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(DataItem 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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@@ -20,25 +20,25 @@ public class SingleManager : ModuleSingle<SingleManager> {
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inventory = new Inventory(40);
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equipment = new Equipment();
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WeaponSlot weaponSlot = new WeaponSlot("主手");
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DeputySlot deputySlot = new DeputySlot("副手");
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WeaponSlot weaponSlot = new WeaponSlot(SlotType.主手);
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DeputySlot deputySlot = new DeputySlot(SlotType.副手);
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weaponSlot.deputy = deputySlot;
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deputySlot.weapon = weaponSlot;
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equipment.AddSlot(weaponSlot);
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equipment.AddSlot(deputySlot);
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equipment.AddSlot(new ArmorSlot("上衣"));
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equipment.AddSlot(new ArmorSlot("头盔"));
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equipment.AddSlot(new ArmorSlot("手套"));
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equipment.AddSlot(new ArmorSlot("腰带"));
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equipment.AddSlot(new ArmorSlot("鞋子"));
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equipment.AddSlot(new ArmorSlot(SlotType.上衣, ArmorType.上衣));
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equipment.AddSlot(new ArmorSlot(SlotType.头盔, ArmorType.头盔));
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equipment.AddSlot(new ArmorSlot(SlotType.手套, ArmorType.手套));
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equipment.AddSlot(new ArmorSlot(SlotType.腰带, ArmorType.腰带));
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equipment.AddSlot(new ArmorSlot(SlotType.鞋子, ArmorType.鞋子));
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equipment.AddSlot(new AccessorySlot("项链"));
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equipment.AddSlot(new AccessorySlot("戒指1"));
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equipment.AddSlot(new AccessorySlot("戒指2"));
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equipment.AddSlot(new AccessorySlot("手镯1"));
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equipment.AddSlot(new AccessorySlot("手镯2"));
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equipment.AddSlot(new AccessorySlot(SlotType.项链, AccessoryType.项链));
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equipment.AddSlot(new AccessorySlot(SlotType.戒指1, AccessoryType.戒指));
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equipment.AddSlot(new AccessorySlot(SlotType.戒指2, AccessoryType.戒指));
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equipment.AddSlot(new AccessorySlot(SlotType.手镯1, AccessoryType.手镯));
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equipment.AddSlot(new AccessorySlot(SlotType.手镯2, AccessoryType.手镯));
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materialReward = new ItemReward();
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materialReward.Settings(ManagerItem.I.materials);
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@@ -10,13 +10,16 @@ using MuHua;
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public class UIBackpackPage : ModuleUIPage {
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public VisualTreeAsset inventorySlot;
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private UIEquipment equipment;
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private UIInventory inventory;
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public override VisualElement Element => root.Q<VisualElement>("BackpackPage");
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public VisualElement Equipment => Q<VisualElement>("Equipment");
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public VisualElement Inventory => Q<VisualElement>("Inventory");
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protected void Awake() {
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equipment = new UIEquipment(Equipment);
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inventory = new UIInventory(Inventory, inventorySlot);
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ModuleUI.OnJumpPage += ModuleUI_OnJumpPage;
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@@ -25,6 +28,7 @@ public class UIBackpackPage : ModuleUIPage {
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private void ModuleUI_OnJumpPage(Page page) {
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Element.EnableInClassList("document-page-hide", page != Page.Backpack);
|
||||
if (page != Page.Backpack) { return; }
|
||||
equipment.Settings(SingleManager.I.equipment);
|
||||
inventory.Settings(SingleManager.I.inventory);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
<ui:Template name="ItemInfo" src="project://database/Assets/UI%20Toolkit/GamePanel/ItemInfo/ItemInfo.uxml?fileID=9197481963319205126&guid=7b84b855a52611f4291ff7a90fdb83dd&type=3#ItemInfo" />
|
||||
<Style src="project://database/Assets/UI%20Toolkit/GamePage/BackpackPage/BackpackPage.uss?fileID=7433441132597879392&guid=06b8f7d50f09d2f4b9f9d44aae8a0455&type=3#BackpackPage" />
|
||||
<ui:VisualElement style="flex-grow: 1; flex-direction: row; align-items: stretch; justify-content: center; padding-top: 100px; padding-right: 100px; padding-bottom: 100px; padding-left: 100px;">
|
||||
<ui:Instance template="Equipment" name="Equipment" style="display: none;" />
|
||||
<ui:Instance template="Equipment" name="Equipment" />
|
||||
<ui:Instance template="Inventory" name="Inventory" style="width: 500px; margin-right: 10px; margin-left: 10px;" />
|
||||
<ui:Instance template="ItemInfo" name="ItemInfo" style="width: 400px; display: none;" />
|
||||
</ui:VisualElement>
|
||||
|
||||
@@ -2,6 +2,6 @@
|
||||
<Style src="project://database/Assets/UI%20Toolkit/GamePanel/Equipment/Equipment.uss?fileID=7433441132597879392&guid=ea431661362425a4e9b547f470789774&type=3#Equipment" />
|
||||
<ui:VisualElement style="width: 90px; height: 90px; margin-top: 5px; margin-right: 5px; margin-bottom: 5px; margin-left: 5px; background-color: rgb(102, 102, 102); border-top-left-radius: 8px; border-top-right-radius: 8px; border-bottom-right-radius: 8px; border-bottom-left-radius: 8px;">
|
||||
<ui:VisualElement name="Image" class="equipment-image" />
|
||||
<ui:Label tabindex="-1" text="999" parse-escape-sequences="true" display-tooltip-when-elided="true" enable-rich-text="true" name="Count" class="equipment-count" />
|
||||
<ui:Label tabindex="-1" text="999" parse-escape-sequences="true" display-tooltip-when-elided="true" enable-rich-text="true" name="Count" class="equipment-count equipment-count-hide" />
|
||||
</ui:VisualElement>
|
||||
</ui:UXML>
|
||||
|
||||
Reference in New Issue
Block a user