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316 lines
14 KiB
316 lines
14 KiB
3 years ago
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.UI;
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using System;
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using AX.TrackRecord;
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using AX.MessageSystem;
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public class Bag : MonoBehaviour
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{
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public Dictionary<string, CostEquip> costSelectedEquips = new Dictionary<string, CostEquip>();//选择的有消耗的装备
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public Dictionary<string, UnCostEquip> unCostSelectedEquips = new Dictionary<string, UnCostEquip>();//选择的无消耗的装备
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GameObject canvas;
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GameObject BagEquipImg;
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public Texture zhanDouFu;
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public Texture qiangXianJYF;
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// Use this for initialization
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void OnEnable()
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{
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if (BagEquipImg == null)
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{
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BagEquipImg = Resources.Load<GameObject>("UIPrefab/Equipment/BagEquipImg");
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}
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if (canvas == null)
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{
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canvas = GameObject.Find("Canvas");
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}
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MessageDispatcher.AddListener("B", B);
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}
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void OnDisable()
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{
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MessageDispatcher.RemoveListener("B", B);
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}
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private void B(IMessage msg)
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{
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ViewBagEquips();
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}
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void test()
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{
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CostEquip a = new CostEquip();
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a.selectedEquipName = "消防高压水带";
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a.selectedEquipNum = 1;
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a.unit = 20;
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a.useNum = 0;
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costSelectedEquips.Add("消防高压水带", a);
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CostEquip b = new CostEquip();
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b.selectedEquipName = "救生照明线";
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b.selectedEquipNum = 1;
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b.unit = 100;
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b.useNum = 0;
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costSelectedEquips.Add("救生照明线", b);
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}
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// Update is called once per frame
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void Update()
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{
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//ViewBagEquips();
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//ChangeEquip();
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}
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public void LoadViewBagEquips()
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{
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//存在消耗的装备
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if (costSelectedEquips.Count > 0)
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{
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foreach (string key in costSelectedEquips.Keys)
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{
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string[] str = key.Split('/');
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string equipSpriteNameX = str[2] + "X";
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var equipSpriteX = Resources.Load<GameObject>("UIPrefab/Equipment/" + equipSpriteNameX);
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var equipmentSelectedImg = Instantiate(BagEquipImg) as GameObject;
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equipmentSelectedImg.name = equipSpriteNameX.Substring(0, equipSpriteNameX.Length - 1);
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equipmentSelectedImg.transform.parent = canvas.transform.Find("BagWin").Find("BagImage");
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equipmentSelectedImg.GetComponent<RectTransform>().localScale = new Vector3(1f, 1f, 1f);
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equipmentSelectedImg.GetComponent<Image>().sprite = equipSpriteX.GetComponent<SpriteRenderer>().sprite;
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equipmentSelectedImg.transform.Find("Text").GetComponent<Text>().text = (costSelectedEquips[key].selectedEquipNum - costSelectedEquips[key].useNum).ToString();
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equipmentSelectedImg.AddComponent<ViewBagEquip>();
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}
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}
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//不存在消耗的装备
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if (unCostSelectedEquips.Count > 0)
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{
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foreach (string key in unCostSelectedEquips.Keys)
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{
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string[] str = key.Split('/');
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string equipSpriteNameX = str[2] + "X";
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var equipSpriteX = Resources.Load<GameObject>("UIPrefab/Equipment/" + equipSpriteNameX);
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var equipmentSelectedImg = Instantiate(BagEquipImg) as GameObject;
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equipmentSelectedImg.name = equipSpriteNameX.Substring(0, equipSpriteNameX.Length - 1);
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equipmentSelectedImg.transform.parent = canvas.transform.Find("BagWin").Find("BagImage");
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equipmentSelectedImg.GetComponent<RectTransform>().localScale = new Vector3(1f, 1f, 1f);
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equipmentSelectedImg.GetComponent<Image>().sprite = equipSpriteX.GetComponent<SpriteRenderer>().sprite;
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equipmentSelectedImg.AddComponent<ViewBagEquip>();
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}
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}
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}
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private void ViewBagEquips()
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{
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List<GameObject> selectedCharacters = InputManager.Instance_.GetSelectedCharacters();
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//显示背包,并更新所选装备数据
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if (selectedCharacters.Count == 1)
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{
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bool isExistXFy = false;
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if (selectedCharacters.Count > 0)
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{
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foreach (var item in selectedCharacters)
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{
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if (item.GetComponent<Bag>())
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{
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isExistXFy = true;
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break;
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}
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}
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}
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if (/*Input.GetKeyDown(KeyCode.B) &&*/ isExistXFy && this.gameObject.name == selectedCharacters[0].name)
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{
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canvas.transform.Find("BagWin").gameObject.SetActive(true);
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if (RecordManager.Instance.IsRecording)
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{
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TrackRecordHelpClass.RecordOpenEquipUIEvent(canvas.transform.Find("BagWin").gameObject, selectedCharacters);
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}
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RemoveAllChild(canvas.transform.Find("BagWin").Find("BagImage"));
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//存在消耗的装备
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if (costSelectedEquips.Count >0)
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{
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foreach (string key in costSelectedEquips.Keys)
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{
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string[] str = key.Split('/');
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string equipSpriteNameX = str[2] + "X";
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var equipSpriteX = Resources.Load<GameObject>("UIPrefab/Equipment/" + equipSpriteNameX);
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var equipmentSelectedImg = Instantiate(BagEquipImg) as GameObject;
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equipmentSelectedImg.name = equipSpriteNameX.Substring(0, equipSpriteNameX.Length - 1);
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equipmentSelectedImg.transform.parent = canvas.transform.Find("BagWin").Find("BagImage");
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equipmentSelectedImg.GetComponent<RectTransform>().localScale = new Vector3(1f, 1f, 1f);
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equipmentSelectedImg.GetComponent<Image>().sprite = equipSpriteX.GetComponent<SpriteRenderer>().sprite;
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equipmentSelectedImg.transform.Find("Text").GetComponent<Text>().text = (costSelectedEquips[key].selectedEquipNum - costSelectedEquips[key].useNum).ToString();
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equipmentSelectedImg.AddComponent<ViewBagEquip>();
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}
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}
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//不存在消耗的装备
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if (unCostSelectedEquips.Count > 0)
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{
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foreach (string key in unCostSelectedEquips.Keys)
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{
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string[] str = key.Split('/');
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string equipSpriteNameX = str[2] + "X";
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var equipSpriteX = Resources.Load<GameObject>("UIPrefab/Equipment/" + equipSpriteNameX);
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var equipmentSelectedImg = Instantiate(BagEquipImg) as GameObject;
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equipmentSelectedImg.name = equipSpriteNameX.Substring(0, equipSpriteNameX.Length - 1);
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equipmentSelectedImg.transform.parent = canvas.transform.Find("BagWin").Find("BagImage");
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equipmentSelectedImg.GetComponent<RectTransform>().localScale = new Vector3(1f, 1f, 1f);
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equipmentSelectedImg.GetComponent<Image>().sprite = equipSpriteX.GetComponent<SpriteRenderer>().sprite;
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equipmentSelectedImg.AddComponent<ViewBagEquip>();
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}
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}
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}
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}
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}
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private void SetTopName(string typeName)
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{
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var topName = GetComponent<ObjMessage>().TopName;
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var strs = topName.Split('-');
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for (int i = 0; i < strs.Length; i++)
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{
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if (strs[i].Contains("服"))
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{
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GetComponent<ObjMessage>().TopName = topName.Replace(strs[i], typeName);
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break;
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}
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}
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}
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public void ChangeEquip()
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{
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bool NeedKongHuQi = true;
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bool HasKongHuQi = false;
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//换装
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if (unCostSelectedEquips.Count > 0 )
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{
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foreach (var item in unCostSelectedEquips)
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{
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if (item.Key.Contains("消防避火服"))
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{
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NeedKongHuQi = false;
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this.transform.Find("BHF_Body").gameObject.SetActive(true);
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this.transform.Find("BHF_Body").gameObject.layer = 8;
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this.transform.Find("GHF_Body").gameObject.SetActive(false);
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this.transform.Find("FHF_Body").gameObject.SetActive(false);
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this.transform.Find("zhandoufu_yellow").gameObject.SetActive(false);
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this.transform.Find("zhandoufu_green_yiwuxiaofang").gameObject.SetActive(false);
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this.transform.Find("zhandoufu_red_zhihui").gameObject.SetActive(false);
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SetTopName("避火服");
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//break;
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}
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if (item.Key.Contains("隔热防护服"))
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{
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NeedKongHuQi = false;
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this.transform.Find("BHF_Body").gameObject.SetActive(false);
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this.transform.Find("GHF_Body").gameObject.SetActive(true);
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this.transform.Find("GHF_Body").gameObject.layer = 8;
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this.transform.Find("FHF_Body").gameObject.SetActive(false);
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this.transform.Find("zhandoufu_yellow").gameObject.SetActive(false);
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this.transform.Find("zhandoufu_green_yiwuxiaofang").gameObject.SetActive(false);
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this.transform.Find("zhandoufu_red_zhihui").gameObject.SetActive(false);
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SetTopName("隔热服");
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//break;
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}
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if (item.Key.Contains("消防防化服"))
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{
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NeedKongHuQi = true;
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this.transform.Find("BHF_Body").gameObject.SetActive(false);
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this.transform.Find("GHF_Body").gameObject.SetActive(false);
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this.transform.Find("FHF_Body").gameObject.SetActive(true);
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this.transform.Find("FHF_Body").gameObject.layer = 8;
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this.transform.Find("zhandoufu_yellow").gameObject.SetActive(false);
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this.transform.Find("zhandoufu_green_yiwuxiaofang").gameObject.SetActive(false);
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this.transform.Find("zhandoufu_red_zhihui").gameObject.SetActive(false);
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SetTopName("防化服");
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//break;
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}
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if (item.Key.Contains("抢险救援服"))
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{
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NeedKongHuQi = true;
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this.transform.Find("BHF_Body").gameObject.SetActive(false);
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this.transform.Find("GHF_Body").gameObject.SetActive(false);
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this.transform.Find("FHF_Body").gameObject.SetActive(false);
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this.transform.Find("zhandoufu_yellow").gameObject.SetActive(true);
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this.transform.Find("zhandoufu_yellow").gameObject.layer = 8;
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this.transform.Find("zhandoufu_green_yiwuxiaofang").gameObject.SetActive(false);
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this.transform.Find("zhandoufu_red_zhihui").gameObject.SetActive(false);
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SetTopName("救援服");
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//break;
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}
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if (item.Key.Contains("灭火防护服"))
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{
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NeedKongHuQi = true;
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this.transform.Find("BHF_Body").gameObject.SetActive(false);
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this.transform.Find("FHF_Body").gameObject.SetActive(false);
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this.transform.Find("GHF_Body").gameObject.SetActive(false);
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this.transform.Find("zhandoufu_yellow").gameObject.SetActive(true);
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this.transform.Find("zhandoufu_yellow").gameObject.layer = 8;
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this.transform.Find("zhandoufu_green_yiwuxiaofang").gameObject.SetActive(false);
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this.transform.Find("zhandoufu_red_zhihui").gameObject.SetActive(false);
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SetTopName("战斗服");
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//break;
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}
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if (item.Key.Contains("义务消防员"))
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{
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NeedKongHuQi = true;
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this.transform.Find("BHF_Body").gameObject.SetActive(false);
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this.transform.Find("FHF_Body").gameObject.SetActive(false);
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this.transform.Find("GHF_Body").gameObject.SetActive(false);
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this.transform.Find("zhandoufu_yellow").gameObject.SetActive(false);
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this.transform.Find("zhandoufu_green_yiwuxiaofang").gameObject.SetActive(true);
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this.transform.Find("zhandoufu_green_yiwuxiaofang").gameObject.layer = 8;
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this.transform.Find("zhandoufu_red_zhihui").gameObject.SetActive(false);
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SetTopName("义务消防服");
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//break;
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}
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if (item.Key.Contains("指挥员"))
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{
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NeedKongHuQi = true;
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this.transform.Find("BHF_Body").gameObject.SetActive(false);
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this.transform.Find("FHF_Body").gameObject.SetActive(false);
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this.transform.Find("GHF_Body").gameObject.SetActive(false);
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this.transform.Find("zhandoufu_yellow").gameObject.SetActive(false);
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this.transform.Find("zhandoufu_red_zhihui").gameObject.SetActive(true);
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this.transform.Find("zhandoufu_red_zhihui").gameObject.layer = 8;
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this.transform.Find("zhandoufu_green_yiwuxiaofang").gameObject.SetActive(false);
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SetTopName("指挥服");
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//break;
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}
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if (item.Key.Contains("正压式空气呼吸器"))
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{
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HasKongHuQi = true;
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}
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}
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}
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if (NeedKongHuQi && HasKongHuQi)
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{
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this.transform.Find("Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/KongHuQi").gameObject.SetActive(true);
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}
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else
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{
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this.transform.Find("Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/KongHuQi").gameObject.SetActive(false);
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}
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}
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private void RemoveAllChild(Transform tsf)
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{
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foreach (Transform t in tsf)
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{
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Destroy(t.gameObject);
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}
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}
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}
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