using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UIElements; using MuHua; using System; /// /// UI库存 /// public class UIInventory : ModuleUIPanel { public Inventory inventory; public ModuleUIItems items; public VisualElement Container => Q("Container"); public UIInventory(VisualElement element, VisualTreeAsset templateAsset) : base(element) { items = new ModuleUIItems(Container, templateAsset, (data, element) => new UIItem(data, element)); } public void Dispose() { items.Release(); if (inventory == null) { return; } inventory.OnChange -= Inventory_OnChange; } public void Settings(Inventory inventory) { if (this.inventory != null) { Dispose(); } this.inventory = inventory; if (inventory == null) { return; } items.Create(inventory.slots); inventory.OnChange += Inventory_OnChange; } private void Inventory_OnChange(Inventory inventory) { items.Create(inventory.slots); } /// UI项目 public class UIItem : ModuleUIItem, DragContainer { public Label CountLabel => Q