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(SlotType.主手);
DeputySlot deputySlot = new DeputySlot(SlotType.副手);
weaponSlot.deputy = deputySlot;
deputySlot.weapon = weaponSlot;
equipment.AddSlot(weaponSlot);
equipment.AddSlot(deputySlot);
equipment.AddSlot(new ArmorSlot(SlotType.上衣, ArmorType.上衣));
equipment.AddSlot(new ArmorSlot(SlotType.头盔, ArmorType.头盔));
equipment.AddSlot(new ArmorSlot(SlotType.手套, ArmorType.手套));
equipment.AddSlot(new ArmorSlot(SlotType.腰带, ArmorType.腰带));
equipment.AddSlot(new ArmorSlot(SlotType.鞋子, ArmorType.鞋子));
equipment.AddSlot(new AccessorySlot(SlotType.项链, AccessoryType.项链));
equipment.AddSlot(new AccessorySlot(SlotType.戒指1, AccessoryType.戒指));
equipment.AddSlot(new AccessorySlot(SlotType.戒指2, AccessoryType.戒指));
equipment.AddSlot(new AccessorySlot(SlotType.手镯1, AccessoryType.手镯));
equipment.AddSlot(new AccessorySlot(SlotType.手镯2, AccessoryType.手镯));
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);
}
}