using System.Collections; using System.Collections.Generic; using UnityEngine; using MuHua; /// /// 全局管理器 /// public class SingleManager : ModuleSingle { public Inventory inventory; public Equipment equipment; public ItemReward materialReward; public ItemReward equipmentReward; protected override void Awake() => NoReplace(); private void Start() { inventory = new Inventory(40); equipment = new Equipment(); WeaponSlot weaponSlot = new WeaponSlot("主手"); DeputySlot deputySlot = new DeputySlot("副手"); weaponSlot.deputy = deputySlot; deputySlot.weapon = weaponSlot; equipment.AddSlot(weaponSlot); equipment.AddSlot(deputySlot); equipment.AddSlot(new ArmorSlot("上衣")); equipment.AddSlot(new ArmorSlot("头盔")); equipment.AddSlot(new ArmorSlot("手套")); equipment.AddSlot(new ArmorSlot("腰带")); equipment.AddSlot(new ArmorSlot("鞋子")); equipment.AddSlot(new AccessorySlot("项链")); equipment.AddSlot(new AccessorySlot("戒指1")); equipment.AddSlot(new AccessorySlot("戒指2")); equipment.AddSlot(new AccessorySlot("手镯1")); equipment.AddSlot(new AccessorySlot("手镯2")); materialReward = new ItemReward(); materialReward.Settings(ManagerItem.I.materials); equipmentReward = new ItemReward(); equipmentReward.Settings(ManagerItem.I.equipments); UIShortcutMenu shortcutMenu = UIPopupManager.I.shortcutMenu; shortcutMenu.Add("背包", () => { ModuleUI.Settings(Page.Backpack); }); shortcutMenu.Add("奖励/材料", RewardMaterial); shortcutMenu.Add("奖励/装备", RewardEquipment); } private void RewardMaterial() { (DataItem item, int count) = materialReward.Get(10); inventory.AddItem(item, count); } private void RewardEquipment() { (DataItem item, int count) = equipmentReward.Get(1); inventory.AddItem(item, count); } }