using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
///
/// UI装备栏
///
public class UIEquipment : ModuleUIPanel {
public Equipment equipment;
/// 插槽字典
public Dictionary dictionary = new Dictionary();
public UIEquipment(VisualElement element) : base(element) {
InitialSlot(1, SlotType.主手);
InitialSlot(2, SlotType.副手);
InitialSlot(3, SlotType.上衣);
InitialSlot(4, SlotType.项链);
InitialSlot(4, SlotType.戒指1);
InitialSlot(4, SlotType.戒指2);
InitialSlot(4, SlotType.手镯1);
InitialSlot(4, SlotType.手镯2);
InitialSlot(4, SlotType.头盔);
InitialSlot(4, SlotType.手套);
InitialSlot(4, SlotType.腰带);
InitialSlot(4, SlotType.鞋子);
}
public void Dispose() {
}
public void Settings(Equipment equipment) {
if (this.equipment != null) { Dispose(); }
this.equipment = equipment;
if (equipment == null) { return; }
foreach (var item in dictionary) {
if (!equipment.ContainsKey(item.Key)) { continue; }
EquipmentSlot slot = equipment[item.Key];
item.Value.Settings(slot);
}
}
private void InitialSlot(int index, SlotType type) {
VisualElement element = Q($"EquipmentSlot{index}");
UIEquipmentSlot uiSlot = new UIEquipmentSlot(element);
dictionary.Add(type.ToString(), uiSlot);
}
}
///
/// UI装备插槽
///
public class UIEquipmentSlot : ModuleUIPanel, DragContainer {
public EquipmentSlot value;
public Label CountLabel => Q