Files
MuHua-UIElements/Assets/ModuleCore/ModuleInventory/Equipment.cs
T
MuHua-123 d940a18e13 1
2025-09-25 09:24:28 +08:00

104 lines
2.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备栏
/// </summary>
public class Equipment {
/// <summary> 插槽字典 </summary>
public Dictionary<string, EquipmentSlot> dictionary = new Dictionary<string, EquipmentSlot>();
/// <summary> 索引器 </summary>
public EquipmentSlot this[string key] => dictionary[key];
public bool ContainsKey(string key) => dictionary.ContainsKey(key);
/// <summary> 添加插槽 </summary>
public void AddSlot(EquipmentSlot slot) => dictionary.Add(slot.name, slot);
}
/// <summary>
/// 插槽类型
/// </summary>
public enum SlotType {
, , , , , , , , , 1, 2, 1, 2
}
/// <summary>
/// 装备插槽
/// </summary>
public abstract class EquipmentSlot {
/// <summary> 名字 </summary>
public string name;
/// <summary> 物品 </summary>
public DataEquipment item;
public EquipmentSlot(SlotType slot) => name = slot.ToString();
/// <summary> 设置 </summary>
public void Settings(DataItem item, int count) {
if (item is DataEquipment equipment) { this.item = equipment; }
else { this.item = null; }
}
public abstract bool Verify(DataEquipment equipment);
}
/// <summary>
/// 武器 - 装备插槽
/// </summary>
public class WeaponSlot : EquipmentSlot {
/// <summary> 副手插槽 </summary>
public DeputySlot deputy;
public WeaponSlot(SlotType slot) : base(slot) { }
public override bool Verify(DataEquipment equipment) {
string[] type = equipment.type.Split("/");
if (type[0] == WeaponType..ToString()) { return true; }
if (type[0] == WeaponType..ToString()) { return true; }
return false;
}
}
/// <summary>
/// 副手 - 装备插槽
/// </summary>
public class DeputySlot : EquipmentSlot {
/// <summary> 主手插槽 </summary>
public WeaponSlot weapon;
public DeputySlot(SlotType slot) : base(slot) { }
public override bool Verify(DataEquipment equipment) {
string[] type = equipment.type.Split("/");
if (type[0] == WeaponType..ToString()) { return true; }
return false;
}
}
/// <summary>
/// 护甲 - 装备插槽
/// </summary>
public class ArmorSlot : EquipmentSlot {
/// <summary> 护甲类型 </summary>
public string armorType;
public ArmorSlot(SlotType slot, ArmorType armor) : base(slot) => armorType = armor.ToString();
public override bool Verify(DataEquipment equipment) {
string[] type = equipment.type.Split("/");
if (type[0] == armorType) { return true; }
return false;
}
}
/// <summary>
/// 饰品 - 装备插槽
/// </summary>
public class AccessorySlot : EquipmentSlot {
/// <summary> 饰品类型 </summary>
public string accessoryType;
public AccessorySlot(SlotType slot, AccessoryType accessory) : base(slot) => accessoryType = accessory.ToString();
public override bool Verify(DataEquipment equipment) {
string[] type = equipment.type.Split("/");
if (type[0] == accessoryType) { return true; }
return false;
}
}