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