Passion & UI
This commit is contained in:
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fileFormatVersion: 2
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guid: b651e1fc3b3065b40ae2c20a253de26b
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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using System.Collections.Generic;
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using Cielonos.MainGame.Inventory;
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using SLSUtilities.General;
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using SLSUtilities.UI;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Cielonos.MainGame.UI
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{
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/// <summary>
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/// 单条物品描述条目 UI 组件。
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/// 渲染管线:Localize → DisplayTextResolver.Resolve → InputGlyphParser.Parse → TMP_Text。
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/// </summary>
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public class ItemDescriptionEntry : MonoBehaviour
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{
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private const string LocalizationTable = "Items";
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[Tooltip("描述文本,显示 descriptionKey 的本地化内容(含动态数值替换和按键图标解析)。")]
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public TMP_Text descriptionText;
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/// <summary>
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/// 使用 <see cref="ItemDescription"/> 的数据填充描述条目。
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/// 完整渲染管线:本地化 → {key} 占位符替换 → [Token] 按键图标解析。
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/// </summary>
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/// <param name="description">描述数据。</param>
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/// <param name="descriptionArgs">可选的动态值字典,用于替换本地化文本中的 {key} 占位符。</param>
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public void SetDescription(ItemDescription description, Dictionary<string, string> descriptionArgs = null)
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{
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if (description == null)
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{
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Clear();
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return;
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}
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if (descriptionText == null) return;
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if (string.IsNullOrEmpty(description.descriptionKey))
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{
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descriptionText.text = string.Empty;
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return;
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}
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string localizedText = description.descriptionKey.Localize(LocalizationTable);
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localizedText = DisplayTextResolver.Resolve(localizedText, descriptionArgs);
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descriptionText.text = InputGlyphParser.Parse(localizedText);
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}
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/// <summary>清空条目内容。</summary>
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public void Clear()
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{
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if (descriptionText != null)
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{
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descriptionText.text = string.Empty;
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}
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 4bcc59ecfb9425b4a85a1e3ad51c8739
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@@ -0,0 +1,177 @@
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using System.Collections.Generic;
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using Cielonos.MainGame.Inventory;
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using Cielonos.MainGame.UI;
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using Sirenix.OdinInspector;
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using SLSUtilities.General;
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using TMPro;
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using UniRx;
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using UnityEngine;
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using UnityEngine.Localization.Settings;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
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namespace SLSUtilities.UI
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{
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/// <summary>
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/// 通用物品详情面板,显示物品图标、名称、类型、描述条目、标签等信息。
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/// 可被不同的 UIPage 复用(机械台、商店、背包检视等)。
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/// </summary>
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public class ItemDetailPanel : UIElementBase
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{
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[Title("Detail Panel References")]
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public TMP_Text selectionHintText;
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//public Image itemIcon;
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public TMP_Text nameText;
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public TMP_Text typeRarityText;
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public TMP_Text institutionText;
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public RectTransform tagContainer;
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public GameObject tagPrefab;
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// ─────────────────── 描述条目 ───────────────────
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[Title("Description Entries")]
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[Tooltip("描述条目的容器,应挂载 VerticalLayoutGroup 以实现垂直排列。")]
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public RectTransform descriptionContainer;
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[Tooltip("描述条目预制体,需挂载 ItemDescriptionEntry 组件。")]
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public GameObject descriptionEntryPrefab;
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// ─────────────────── 运行时数据 ───────────────────
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private ItemBase currentItem;
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private readonly List<ItemDescriptionEntry> activeEntries = new List<ItemDescriptionEntry>();
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/// <summary>当前显示的物品。</summary>
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public ItemBase CurrentItem => currentItem;
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/// <summary>
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/// 使用指定物品的数据填充详情面板并显示。
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/// </summary>
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public void SetItem(ItemBase item)
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{
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currentItem = item;
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if (item == null || item.contentData == null)
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{
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ClearPanel();
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return;
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}
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ContentData data = item.contentData;
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// 图标
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/*Sprite icon = data.itemIcon;
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if (itemIcon != null)
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{
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itemIcon.sprite = icon;
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itemIcon.enabled = icon != null;
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}*/
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// 名称(本地化)
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nameText.text = data.displayNameKey.Localize("Items");
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// 类型
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typeRarityText.text = data.itemType.ToString() + " - " + data.itemRarity.ToString();
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//机构
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institutionText.text = string.Empty;
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for (var index = 0; index < data.institutions.Count; index++)
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{
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var institution = data.institutions[index];
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string comma = LocalizationSettings.SelectedLocale.Identifier.Code.StartsWith("zh") ? "、" : ", ";
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if(index < data.institutions.Count - 1)
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institutionText.text += institution.Localize("Items") + comma;
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else
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institutionText.text += institution.Localize("Items");
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}
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// 描述条目
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RefreshDescriptions(data);
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// 标签
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RefreshTags(data);
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selectionHintText.gameObject.SetActive(false);
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}
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/// <summary>清空面板内容并隐藏。</summary>
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public void ClearPanel()
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{
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currentItem = null;
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//if (itemIcon != null) itemIcon.enabled = false;
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if (nameText != null) nameText.text = string.Empty;
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if (typeRarityText != null) typeRarityText.text = string.Empty;
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ClearDescriptions();
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ClearTags();
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selectionHintText.gameObject.SetActive(true);
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}
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// ================================================================
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// 描述条目
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// ================================================================
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private void RefreshDescriptions(ContentData data)
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{
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ClearDescriptions();
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if (descriptionContainer == null || descriptionEntryPrefab == null) return;
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if (data.descriptions == null || data.descriptions.Count == 0) return;
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Dictionary<string, string> descriptionArgs = currentItem?.GetDescriptionArgs();
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foreach (ItemDescription desc in data.descriptions)
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{
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ItemDescriptionEntry entry = Instantiate(descriptionEntryPrefab, descriptionContainer).GetComponent<ItemDescriptionEntry>();
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entry.SetDescription(desc, descriptionArgs);
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activeEntries.Add(entry);
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}
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LayoutRebuilder.ForceRebuildLayoutImmediate(descriptionContainer);
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}
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private void ClearDescriptions()
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{
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foreach (ItemDescriptionEntry entry in activeEntries)
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{
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if (entry != null)
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{
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Destroy(entry.gameObject);
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}
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}
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activeEntries.Clear();
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}
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// ================================================================
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// 标签
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// ================================================================
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private void RefreshTags(ContentData data)
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{
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ClearTags();
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if (tagContainer == null || tagPrefab == null || data.tags == null) return;
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foreach (string tag in data.tags)
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{
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GameObject tagObj = Instantiate(tagPrefab, tagContainer);
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TMP_Text tagText = tagObj.GetComponentInChildren<TMP_Text>();
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if (tagText != null)
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{
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tagText.text = tag;
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}
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}
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}
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private void ClearTags()
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{
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if (tagContainer == null) return;
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for (int i = tagContainer.childCount - 1; i >= 0; i--)
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{
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Destroy(tagContainer.GetChild(i).gameObject);
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}
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}
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}
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}
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@@ -0,0 +1,121 @@
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using System;
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using System.Collections.Generic;
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using Cielonos.MainGame.Inventory;
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using Cielonos.MainGame.Items;
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using SLSUtilities.General;
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using SLSUtilities.UI;
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using TMPro;
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using UnityEngine;
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namespace Cielonos.MainGame.UI
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{
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/// <summary>
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/// 单选类别筛选下拉框,基于 <see cref="TMP_Dropdown"/>。
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/// 每个选项对应一组 <see cref="ItemType"/>,选中后构建对应的 <see cref="ItemFilter"/>。
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/// 第一个选项通常配置为"全部"(types 留空即可)。
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/// <para>可复用于背包、商店等任何需要按类型筛选物品的 UI 页面。</para>
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/// </summary>
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public class ItemCategoryDropdown : UIElementBase
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{
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[Serializable]
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public struct CategoryEntry
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{
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[Tooltip("显示标签,可填入本地化 Key(如 'UI_Category_All'),会自动调用 Localize()。")]
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public string label;
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[Tooltip("对应的物品类型。为空时表示显示所有类型(不筛选)。")]
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public ItemType[] types;
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}
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[Header("Dropdown")]
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public TMP_Dropdown dropdown;
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[Header("Categories")]
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[Tooltip("类别选项列表。第一个通常为'全部'(types 留空)。")]
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public List<CategoryEntry> categoryEntries = new List<CategoryEntry>
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{
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new CategoryEntry { label = "全部", types = new[] { ItemType.MainWeapon, ItemType.Support, ItemType.Passive, ItemType.Consumable } },
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new CategoryEntry { label = "主武器", types = new[] { ItemType.MainWeapon } },
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new CategoryEntry { label = "支援装备", types = new[] { ItemType.Support } },
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new CategoryEntry { label = "被动装备", types = new[] { ItemType.Passive } },
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new CategoryEntry { label = "消耗品", types = new[] { ItemType.Consumable } }
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};
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/// <summary>当筛选条件变化时触发,参数为对应的 <see cref="ItemFilter"/>。</summary>
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public event Action<ItemFilter> OnFilterChanged;
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/// <summary>当前生效的筛选条件。</summary>
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public ItemFilter CurrentFilter { get; private set; } = ItemFilter.None;
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// ================================================================
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// 生命周期
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// ================================================================
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private void Start()
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{
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InitializeOptions();
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if (dropdown != null)
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{
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dropdown.onValueChanged.AddListener(OnValueChanged);
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}
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}
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// ================================================================
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// 公开接口
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// ================================================================
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/// <summary>
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/// 使用 <see cref="categoryEntries"/> 重新初始化下拉选项。
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/// 语言切换后可手动调用以刷新标签文本。
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/// </summary>
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public void InitializeOptions()
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{
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if (dropdown == null) return;
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dropdown.ClearOptions();
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List<string> labels = new List<string>(categoryEntries.Count);
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foreach (CategoryEntry entry in categoryEntries)
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{
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labels.Add(entry.label);
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}
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dropdown.AddOptions(labels);
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}
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/// <summary>
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/// 根据当前选中索引构建 <see cref="ItemFilter"/>。
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/// types 为空的选项返回 <see cref="ItemFilter.None"/>(即显示所有)。
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/// </summary>
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public ItemFilter BuildFilter()
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{
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return CurrentFilter;
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}
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/// <summary>重置为第一个选项(通常为"全部"),不触发事件。</summary>
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public void ResetToAll()
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{
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CurrentFilter = ItemFilter.None;
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if (dropdown != null)
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{
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dropdown.SetValueWithoutNotify(0);
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}
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}
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// ─────────────────── 内部 ───────────────────
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private void OnValueChanged(int index)
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{
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if (index < 0 || index >= categoryEntries.Count) return;
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CategoryEntry entry = categoryEntries[index];
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CurrentFilter = (entry.types == null || entry.types.Length == 0)
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? ItemFilter.None
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: ItemFilter.ByType(entry.types);
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OnFilterChanged?.Invoke(CurrentFilter);
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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||||
guid: b4d9f5140e87ab84f9f53b7fd7839ea3
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@@ -1,118 +0,0 @@
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using Cielonos.MainGame.Inventory;
|
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using Sirenix.OdinInspector;
|
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using SLSUtilities.General;
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using TMPro;
|
||||
using UnityEngine;
|
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using UnityEngine.UI;
|
||||
|
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namespace SLSUtilities.UI
|
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{
|
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/// <summary>
|
||||
/// 通用物品详情面板,显示物品图标、名称、稀有度、描述、标签等信息。
|
||||
/// 可被不同的 UIPage 复用(机械台、商店、背包检视等)。
|
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/// </summary>
|
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public class ItemDetailPanel : UIElementBase
|
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{
|
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[Title("Detail Panel References")]
|
||||
public Image itemIcon;
|
||||
public Image rarityFrame;
|
||||
public TMP_Text itemNameText;
|
||||
public TMP_Text itemTypeText;
|
||||
public TMP_Text itemDescriptionText;
|
||||
public RectTransform tagContainer;
|
||||
public GameObject tagPrefab;
|
||||
|
||||
private ItemBase currentItem;
|
||||
|
||||
/// <summary>当前显示的物品。</summary>
|
||||
public ItemBase CurrentItem => currentItem;
|
||||
|
||||
/// <summary>
|
||||
/// 使用指定物品的数据填充详情面板并显示。
|
||||
/// </summary>
|
||||
public void SetItem(ItemBase item)
|
||||
{
|
||||
currentItem = item;
|
||||
|
||||
if (item == null || item.contentData == null)
|
||||
{
|
||||
ClearPanel();
|
||||
return;
|
||||
}
|
||||
|
||||
ContentData data = item.contentData;
|
||||
|
||||
// 图标:主武器使用 rectIcon,其他使用 squareIcon
|
||||
Sprite icon = data.itemType == ItemType.MainWeapon ? data.rectIcon : data.squareIcon;
|
||||
if (itemIcon != null)
|
||||
{
|
||||
itemIcon.sprite = icon;
|
||||
itemIcon.enabled = icon != null;
|
||||
}
|
||||
|
||||
// 名称(本地化)
|
||||
if (itemNameText != null)
|
||||
{
|
||||
itemNameText.text = data.displayNameKey.Localize();
|
||||
}
|
||||
|
||||
// 类型
|
||||
if (itemTypeText != null)
|
||||
{
|
||||
itemTypeText.text = data.itemType.ToString();
|
||||
}
|
||||
|
||||
// 描述(本地化)
|
||||
if (itemDescriptionText != null)
|
||||
{
|
||||
itemDescriptionText.text = data.descriptionKey.Localize();
|
||||
}
|
||||
|
||||
// 标签
|
||||
RefreshTags(data);
|
||||
|
||||
Show();
|
||||
}
|
||||
|
||||
/// <summary>清空面板内容并隐藏。</summary>
|
||||
public void ClearPanel()
|
||||
{
|
||||
currentItem = null;
|
||||
|
||||
if (itemIcon != null) itemIcon.enabled = false;
|
||||
if (itemNameText != null) itemNameText.text = string.Empty;
|
||||
if (itemTypeText != null) itemTypeText.text = string.Empty;
|
||||
if (itemDescriptionText != null) itemDescriptionText.text = string.Empty;
|
||||
|
||||
ClearTags();
|
||||
Hide();
|
||||
}
|
||||
|
||||
private void RefreshTags(ContentData data)
|
||||
{
|
||||
ClearTags();
|
||||
|
||||
if (tagContainer == null || tagPrefab == null || data.tags == null) return;
|
||||
|
||||
foreach (string tag in data.tags)
|
||||
{
|
||||
GameObject tagObj = Instantiate(tagPrefab, tagContainer);
|
||||
TMP_Text tagText = tagObj.GetComponentInChildren<TMP_Text>();
|
||||
if (tagText != null)
|
||||
{
|
||||
tagText.text = tag;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ClearTags()
|
||||
{
|
||||
if (tagContainer == null) return;
|
||||
|
||||
for (int i = tagContainer.childCount - 1; i >= 0; i--)
|
||||
{
|
||||
Destroy(tagContainer.GetChild(i).gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,92 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Cielonos.MainGame.Items;
|
||||
using SLSUtilities.General;
|
||||
using SLSUtilities.UI;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cielonos.MainGame.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 单选排序模式下拉框,基于 <see cref="TMP_Dropdown"/>。
|
||||
/// 提供多种 <see cref="ItemSortMode"/>,切换后通知订阅者。
|
||||
/// <para>可复用于背包、商店等任何需要物品排序的 UI 页面。</para>
|
||||
/// </summary>
|
||||
public class ItemSortDropdown : UIElementBase
|
||||
{
|
||||
[Header("Dropdown")]
|
||||
public TMP_Dropdown dropdown;
|
||||
|
||||
[Header("Labels")]
|
||||
[Tooltip("排序模式的显示标签,按顺序对应 Default / ByRarity / ByName。\n" +
|
||||
"可填入本地化 Key(如 'UI_Sort_Default'),会自动调用 Localize()。\n" +
|
||||
"若无对应翻译则直接显示原文。")]
|
||||
public List<string> sortModeLabels = new List<string>
|
||||
{
|
||||
"默认排序",
|
||||
"按稀有度",
|
||||
"按名称"
|
||||
};
|
||||
|
||||
/// <summary>当排序模式变化时触发。</summary>
|
||||
public event Action<ItemSortMode> OnSortChanged;
|
||||
|
||||
/// <summary>当前选中的排序模式。</summary>
|
||||
public ItemSortMode CurrentMode { get; private set; } = ItemSortMode.Default;
|
||||
|
||||
// ================================================================
|
||||
// 生命周期
|
||||
// ================================================================
|
||||
|
||||
private void Start()
|
||||
{
|
||||
InitializeOptions();
|
||||
|
||||
if (dropdown != null)
|
||||
{
|
||||
dropdown.onValueChanged.AddListener(OnValueChanged);
|
||||
}
|
||||
}
|
||||
|
||||
// ================================================================
|
||||
// 公开接口
|
||||
// ================================================================
|
||||
|
||||
/// <summary>
|
||||
/// 使用 <see cref="sortModeLabels"/> 重新初始化下拉选项。
|
||||
/// 语言切换后可手动调用以刷新标签文本。
|
||||
/// </summary>
|
||||
public void InitializeOptions()
|
||||
{
|
||||
if (dropdown == null) return;
|
||||
|
||||
dropdown.ClearOptions();
|
||||
dropdown.AddOptions(sortModeLabels/*.ConvertAll(label => label.Localize("Items"))*/);
|
||||
}
|
||||
|
||||
/// <summary>重置为默认排序模式(不触发事件)。</summary>
|
||||
public void ResetToDefault()
|
||||
{
|
||||
CurrentMode = ItemSortMode.Default;
|
||||
|
||||
if (dropdown != null)
|
||||
{
|
||||
dropdown.SetValueWithoutNotify(0);
|
||||
}
|
||||
}
|
||||
|
||||
// ─────────────────── 内部 ───────────────────
|
||||
|
||||
private void OnValueChanged(int index)
|
||||
{
|
||||
int modeCount = Enum.GetValues(typeof(ItemSortMode)).Length;
|
||||
|
||||
if (index >= 0 && index < modeCount)
|
||||
{
|
||||
CurrentMode = (ItemSortMode)index;
|
||||
OnSortChanged?.Invoke(CurrentMode);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9aaaaa3c6c02ad246b7a25a59005f425
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 96289eeb61566e54081a0137954e19a9
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,136 @@
|
||||
using Cielonos.MainGame.Inventory;
|
||||
using SLSUtilities.General;
|
||||
using SLSUtilities.UI;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Cielonos.MainGame.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 背包网格中的单个物品槽位。
|
||||
/// 显示物品图标、名称,消耗品额外显示堆叠数量。
|
||||
/// 点击后通知 InventoryUIPage 选中该物品并更新详情面板。
|
||||
/// </summary>
|
||||
public class InventoryItemSelector : UIElementBase
|
||||
{
|
||||
private InventoryUIPage Page => PlayerCanvas.MainGamePages.inventoryPage;
|
||||
|
||||
// ─────────────────── 数据 ───────────────────
|
||||
|
||||
/// <summary>此槽位绑定的物品实例。</summary>
|
||||
public ItemBase Item { get; private set; }
|
||||
|
||||
// ─────────────────── UI 引用 ───────────────────
|
||||
|
||||
[Header("UI References")]
|
||||
public Button button;
|
||||
public Image background;
|
||||
public Image itemIcon;
|
||||
public Image rarityFrame;
|
||||
//public Image selectorHint;
|
||||
//public TMP_Text itemName;
|
||||
|
||||
[Tooltip("消耗品堆叠数量显示,非消耗品时隐藏。")]
|
||||
public TMP_Text stackText;
|
||||
|
||||
// ─────────────────── 视觉设置 ───────────────────
|
||||
|
||||
[Header("Visual Settings")]
|
||||
public Color normalColor = new Color(0.2f, 0.2f, 0.2f, 0.8f);
|
||||
public Color selectedColor = new Color(0.4f, 0.6f, 0.9f, 0.9f);
|
||||
|
||||
private bool isSelected;
|
||||
|
||||
// ================================================================
|
||||
// 公开接口
|
||||
// ================================================================
|
||||
|
||||
/// <summary>
|
||||
/// 用给定的物品数据配置此槽位的显示内容。
|
||||
/// </summary>
|
||||
public void Setup(ItemBase item)
|
||||
{
|
||||
Item = item;
|
||||
|
||||
if (item == null || item.contentData == null)
|
||||
{
|
||||
Hide();
|
||||
return;
|
||||
}
|
||||
|
||||
ContentData data = item.contentData;
|
||||
|
||||
Sprite icon = data.itemIcon;
|
||||
if (itemIcon != null)
|
||||
{
|
||||
itemIcon.sprite = icon;
|
||||
itemIcon.enabled = icon != null;
|
||||
}
|
||||
|
||||
// 名称(本地化)
|
||||
/*if (itemName != null)
|
||||
{
|
||||
itemName.text = data.displayNameKey.Localize();
|
||||
}*/
|
||||
|
||||
// 堆叠数量(仅消耗品)
|
||||
RefreshStackDisplay();
|
||||
|
||||
// 默认取消选中
|
||||
SetSelected(false);
|
||||
|
||||
// 绑定按钮
|
||||
if (button != null)
|
||||
{
|
||||
button.onClick.RemoveAllListeners();
|
||||
button.onClick.AddListener(OnClicked);
|
||||
}
|
||||
|
||||
Show();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置选中/取消选中的视觉状态。
|
||||
/// </summary>
|
||||
public void SetSelected(bool selected)
|
||||
{
|
||||
isSelected = selected;
|
||||
|
||||
if (background != null)
|
||||
{
|
||||
background.color = isSelected ? selectedColor : normalColor;
|
||||
}
|
||||
|
||||
/*if (selectorHint != null)
|
||||
{
|
||||
selectorHint.enabled = isSelected;
|
||||
}*/
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 刷新消耗品堆叠数量显示。非消耗品时隐藏堆叠文本。
|
||||
/// </summary>
|
||||
public void RefreshStackDisplay()
|
||||
{
|
||||
if (stackText == null) return;
|
||||
|
||||
if (Item is ConsumableBase consumable)
|
||||
{
|
||||
stackText.gameObject.SetActive(true);
|
||||
stackText.text = consumable.stackAmount.ToString();
|
||||
}
|
||||
else
|
||||
{
|
||||
stackText.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
// ─────────────────── 内部 ───────────────────
|
||||
|
||||
private void OnClicked()
|
||||
{
|
||||
Page?.SelectItem(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2abecad67abab4e4692a134234d722c8
|
||||
@@ -0,0 +1,284 @@
|
||||
using System.Collections.Generic;
|
||||
using Cielonos.MainGame.Characters;
|
||||
using Cielonos.MainGame.Inventory;
|
||||
using Cielonos.MainGame.Items;
|
||||
using Sirenix.OdinInspector;
|
||||
using SLSUtilities.UI;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Cielonos.MainGame.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 背包/装备界面 UI 页面。
|
||||
/// 左侧为背包物品网格(GridLayoutGroup),支持按类型多选筛选和多种排序模式;
|
||||
/// 右侧为物品详情面板(ItemDetailPanel),选中物品后显示详细信息。
|
||||
/// </summary>
|
||||
public class InventoryUIPage : UIPageBase
|
||||
{
|
||||
// ─────────────────── 选择器 ───────────────────
|
||||
|
||||
[Title("Selectors")]
|
||||
[Tooltip("背包网格中每个物品槽位的预制体,需挂载 InventoryItemSelector 组件。")]
|
||||
public GameObject selectorPrefab;
|
||||
|
||||
[Tooltip("物品槽位的容器,应挂载 GridLayoutGroup 以实现网格布局。")]
|
||||
public RectTransform selectorContainer;
|
||||
|
||||
[ReadOnly]
|
||||
public List<InventoryItemSelector> selectors = new List<InventoryItemSelector>();
|
||||
|
||||
// ─────────────────── 详情面板 ───────────────────
|
||||
|
||||
[Title("Detail Panel")]
|
||||
public ItemDetailPanel itemDetailPanel;
|
||||
|
||||
// ─────────────────── 筛选与排序 ───────────────────
|
||||
|
||||
[Title("Filter & Sort")]
|
||||
[Tooltip("多选类别筛选下拉框,按 ItemType 过滤可见物品。")]
|
||||
public ItemCategoryDropdown categoryDropdown;
|
||||
|
||||
[Tooltip("单选排序模式下拉框,决定物品排列顺序。")]
|
||||
public ItemSortDropdown sortDropdown;
|
||||
|
||||
// ─────────────────── 按钮 ───────────────────
|
||||
|
||||
[Title("Buttons")]
|
||||
public Button closeButton;
|
||||
|
||||
// ─────────────────── 运行时数据 ───────────────────
|
||||
|
||||
private InventoryItemSelector currentSelected;
|
||||
|
||||
/// <summary>当前选中的物品,null 表示未选中。</summary>
|
||||
public ItemBase SelectedItem => currentSelected != null ? currentSelected.Item : null;
|
||||
|
||||
// ================================================================
|
||||
// 生命周期
|
||||
// ================================================================
|
||||
|
||||
protected override void Start()
|
||||
{
|
||||
base.Start();
|
||||
|
||||
if (closeButton != null)
|
||||
{
|
||||
closeButton.onClick.AddListener(OnCloseClicked);
|
||||
}
|
||||
|
||||
if (categoryDropdown != null)
|
||||
{
|
||||
categoryDropdown.OnFilterChanged += OnFilterChanged;
|
||||
}
|
||||
|
||||
if (sortDropdown != null)
|
||||
{
|
||||
sortDropdown.OnSortChanged += OnSortChanged;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnPageOpened()
|
||||
{
|
||||
RefreshInventory();
|
||||
}
|
||||
|
||||
protected override void OnPageClosed()
|
||||
{
|
||||
currentSelected = null;
|
||||
ClearSelectors();
|
||||
|
||||
categoryDropdown?.ResetToAll();
|
||||
sortDropdown?.ResetToDefault();
|
||||
}
|
||||
|
||||
// ================================================================
|
||||
// 公开接口
|
||||
// ================================================================
|
||||
|
||||
/// <summary>
|
||||
/// 从玩家背包读取所有物品,重新生成网格选择器并应用排序与筛选。
|
||||
/// </summary>
|
||||
public void RefreshInventory()
|
||||
{
|
||||
ClearSelectors();
|
||||
|
||||
PlayerInventorySubcontroller.BackpackSubmodule backpack =
|
||||
MainGameManager.Player.inventorySc.backpackSm;
|
||||
|
||||
PopulateFromList(backpack.mainWeapons);
|
||||
PopulateFromList(backpack.supportEquipments);
|
||||
PopulateFromList(backpack.passiveEquipments);
|
||||
PopulateFromList(backpack.consumables);
|
||||
|
||||
currentSelected = null;
|
||||
ApplySortAndFilter();
|
||||
|
||||
if (itemDetailPanel != null)
|
||||
{
|
||||
itemDetailPanel.ClearPanel();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 由 InventoryItemSelector 调用,选中指定的物品槽位。
|
||||
/// </summary>
|
||||
public void SelectItem(InventoryItemSelector selector)
|
||||
{
|
||||
if (selector == null || !selectors.Contains(selector)) return;
|
||||
|
||||
if (currentSelected != null)
|
||||
{
|
||||
currentSelected.SetSelected(false);
|
||||
}
|
||||
|
||||
currentSelected = selector;
|
||||
currentSelected.SetSelected(true);
|
||||
|
||||
if (itemDetailPanel != null)
|
||||
{
|
||||
itemDetailPanel.SetItem(currentSelected.Item);
|
||||
}
|
||||
}
|
||||
|
||||
// ================================================================
|
||||
// 筛选与排序
|
||||
// ================================================================
|
||||
|
||||
/// <summary>
|
||||
/// 对选择器列表执行排序,然后按当前筛选条件显示/隐藏。
|
||||
/// 当任一 Dropdown 变化或背包刷新时调用。
|
||||
/// </summary>
|
||||
private void ApplySortAndFilter()
|
||||
{
|
||||
// ── 排序 ──
|
||||
ItemSortMode sortMode = sortDropdown != null ? sortDropdown.CurrentMode : ItemSortMode.Default;
|
||||
List<ItemBase> items = selectors.ConvertAll(s => s.Item);
|
||||
ItemSorter.Sort(items, sortMode);
|
||||
|
||||
// 按排序结果重排选择器列表
|
||||
Dictionary<ItemBase, InventoryItemSelector> itemToSelector =
|
||||
new Dictionary<ItemBase, InventoryItemSelector>(selectors.Count);
|
||||
|
||||
foreach (InventoryItemSelector sel in selectors)
|
||||
{
|
||||
itemToSelector.TryAdd(sel.Item, sel);
|
||||
}
|
||||
|
||||
List<InventoryItemSelector> sorted = new List<InventoryItemSelector>(selectors.Count);
|
||||
foreach (ItemBase item in items)
|
||||
{
|
||||
if (itemToSelector.TryGetValue(item, out InventoryItemSelector sel))
|
||||
{
|
||||
sorted.Add(sel);
|
||||
}
|
||||
}
|
||||
|
||||
selectors.Clear();
|
||||
selectors.AddRange(sorted);
|
||||
|
||||
// 更新 UI 层级顺序
|
||||
for (int i = 0; i < selectors.Count; i++)
|
||||
{
|
||||
selectors[i].transform.SetSiblingIndex(i);
|
||||
}
|
||||
|
||||
// ── 筛选 ──
|
||||
ItemFilter filter = categoryDropdown != null ? categoryDropdown.BuildFilter() : ItemFilter.None;
|
||||
bool selectedHidden = false;
|
||||
|
||||
foreach (InventoryItemSelector selector in selectors)
|
||||
{
|
||||
if (selector == null || selector.Item == null) continue;
|
||||
|
||||
bool visible = filter.Match(selector.Item);
|
||||
selector.gameObject.SetActive(visible);
|
||||
|
||||
if (!visible && selector == currentSelected)
|
||||
{
|
||||
selectedHidden = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (selectedHidden)
|
||||
{
|
||||
currentSelected.SetSelected(false);
|
||||
currentSelected = null;
|
||||
itemDetailPanel?.ClearPanel();
|
||||
}
|
||||
}
|
||||
|
||||
// ─────────────────── Dropdown 回调 ───────────────────
|
||||
|
||||
private void OnFilterChanged(ItemFilter filter)
|
||||
{
|
||||
ApplySortAndFilter();
|
||||
}
|
||||
|
||||
private void OnSortChanged(ItemSortMode mode)
|
||||
{
|
||||
ApplySortAndFilter();
|
||||
}
|
||||
|
||||
// ================================================================
|
||||
// 选择器管理
|
||||
// ================================================================
|
||||
|
||||
private void PopulateFromList<T>(List<T> items) where T : ItemBase
|
||||
{
|
||||
if (items == null) return;
|
||||
|
||||
foreach (T item in items)
|
||||
{
|
||||
if (item == null || item.contentData == null) continue;
|
||||
|
||||
InventoryItemSelector selector = CreateSelector();
|
||||
if (selector != null)
|
||||
{
|
||||
selector.Setup(item);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private InventoryItemSelector CreateSelector()
|
||||
{
|
||||
if (selectorPrefab == null || selectorContainer == null)
|
||||
{
|
||||
Debug.LogError("[InventoryUIPage] selectorPrefab 或 selectorContainer 未配置。");
|
||||
return null;
|
||||
}
|
||||
|
||||
GameObject obj = Instantiate(selectorPrefab, selectorContainer);
|
||||
InventoryItemSelector selector = obj.GetComponent<InventoryItemSelector>();
|
||||
if (selector == null)
|
||||
{
|
||||
Debug.LogError("[InventoryUIPage] selectorPrefab 缺少 InventoryItemSelector 组件。");
|
||||
Destroy(obj);
|
||||
return null;
|
||||
}
|
||||
|
||||
selectors.Add(selector);
|
||||
return selector;
|
||||
}
|
||||
|
||||
private void ClearSelectors()
|
||||
{
|
||||
foreach (InventoryItemSelector selector in selectors)
|
||||
{
|
||||
if (selector != null)
|
||||
{
|
||||
Destroy(selector.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
selectors.Clear();
|
||||
}
|
||||
|
||||
// ─────────────────── 按钮回调 ───────────────────
|
||||
|
||||
private void OnCloseClicked()
|
||||
{
|
||||
Close();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b8ea321de103c2e4ab8833abc7897452
|
||||
@@ -57,7 +57,7 @@ namespace Cielonos.MainGame.UI
|
||||
ContentData data = item.contentData;
|
||||
|
||||
// 图标
|
||||
Sprite icon = data.itemType == ItemType.MainWeapon ? data.rectIcon : data.squareIcon;
|
||||
Sprite icon = data.itemIcon;
|
||||
if (itemIcon != null)
|
||||
{
|
||||
itemIcon.sprite = icon;
|
||||
@@ -67,7 +67,7 @@ namespace Cielonos.MainGame.UI
|
||||
// 名称(本地化)
|
||||
if (itemName != null)
|
||||
{
|
||||
itemName.text = data.displayNameKey.Localize();
|
||||
itemName.text = data.displayNameKey.Localize("Items");
|
||||
}
|
||||
|
||||
// 价格
|
||||
|
||||
@@ -7,6 +7,7 @@ namespace Cielonos.MainGame.UI
|
||||
{
|
||||
public MechanicalTableUIPage mechanicalTablePage;
|
||||
public LogisticsCenterUIPage logisticsCenterPage;
|
||||
public InventoryUIPage inventoryPage;
|
||||
public MapUIPage mapPage;
|
||||
public SettlementUIPage settlementPage;
|
||||
}
|
||||
|
||||
@@ -46,7 +46,7 @@ namespace Cielonos.MainGame.UI
|
||||
ContentData data = item.contentData;
|
||||
|
||||
// 图标
|
||||
Sprite icon = data.itemType == ItemType.MainWeapon ? data.rectIcon : data.squareIcon;
|
||||
Sprite icon = data.itemIcon;
|
||||
if (itemIcon != null)
|
||||
{
|
||||
itemIcon.sprite = icon;
|
||||
@@ -56,7 +56,7 @@ namespace Cielonos.MainGame.UI
|
||||
// 名称(本地化)
|
||||
if (itemName != null)
|
||||
{
|
||||
itemName.text = data.displayNameKey.Localize();
|
||||
itemName.text = data.displayNameKey.Localize("Items");
|
||||
}
|
||||
|
||||
// 堆叠数量
|
||||
|
||||
@@ -41,14 +41,20 @@ namespace Cielonos.MainGame.UI
|
||||
protected override void Start()
|
||||
{
|
||||
base.Start();
|
||||
RunManager.Instance.OnPhaseChanged += OnPhaseChanged;
|
||||
restartButton.onClick.AddListener(OnRestartClicked);
|
||||
mainMenuButton.onClick.AddListener(OnMainMenuClicked);
|
||||
if (MainGameManager.Instance.sceneSm.IsCityArena)
|
||||
{
|
||||
RunManager.Instance.OnPhaseChanged += OnPhaseChanged;
|
||||
restartButton.onClick.AddListener(OnRestartClicked);
|
||||
mainMenuButton.onClick.AddListener(OnMainMenuClicked);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
RunManager.Instance.OnPhaseChanged -= OnPhaseChanged;
|
||||
if (MainGameManager.Instance.sceneSm.IsCityArena)
|
||||
{
|
||||
RunManager.Instance.OnPhaseChanged -= OnPhaseChanged;
|
||||
}
|
||||
}
|
||||
|
||||
// ================================================================
|
||||
|
||||
8
Assets/Scripts/MainGame/UI/PlayerUI/PausePage.meta
Normal file
8
Assets/Scripts/MainGame/UI/PlayerUI/PausePage.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8afdf8c1f5c61d34283e8f2025435c24
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
121
Assets/Scripts/MainGame/UI/PlayerUI/PausePage/PauseUIPage.cs
Normal file
121
Assets/Scripts/MainGame/UI/PlayerUI/PausePage/PauseUIPage.cs
Normal file
@@ -0,0 +1,121 @@
|
||||
using System.Collections.Generic;
|
||||
using Cielonos.Core.SceneManagement;
|
||||
using DG.Tweening;
|
||||
using SLSUtilities.General;
|
||||
using SLSUtilities.UI;
|
||||
using SLSUtilities.WwiseAssistance;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Cielonos.MainGame.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 暂停界面页面。
|
||||
/// <para>
|
||||
/// 打开时暂停游戏(<c>Time.timeScale = 0</c>),
|
||||
/// 关闭时恢复游戏。
|
||||
/// 提供三个按钮:继续游戏、打开设置、返回标题界面。
|
||||
/// 返回标题界面时会弹出 <see cref="ConfirmUIPage"/> 二次确认。
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public class PauseUIPage : UIPageBase
|
||||
{
|
||||
// ──────────────────── 按钮引用 ────────────────────
|
||||
|
||||
[FormerlySerializedAs("continueButton")]
|
||||
[Header("Buttons")]
|
||||
[SerializeField] private Button resumeButton;
|
||||
[SerializeField] private Button settingsButton;
|
||||
[SerializeField] private Button returnToMenuButton;
|
||||
|
||||
// ──────────────────── 配置 ────────────────────────
|
||||
|
||||
[Header("Scene")]
|
||||
[Tooltip("标题界面的场景名称,通过 SceneBus 加载。")]
|
||||
[SerializeField] private string titleSceneName = "Menu";
|
||||
|
||||
// ──────────────────── 生命周期 ────────────────────
|
||||
|
||||
protected override void Start()
|
||||
{
|
||||
base.Start();
|
||||
resumeButton.onClick.AddListener(OnContinueClicked);
|
||||
settingsButton.onClick.AddListener(OnSettingsClicked);
|
||||
returnToMenuButton.onClick.AddListener(OnReturnToTitleClicked);
|
||||
}
|
||||
|
||||
public override void Open()
|
||||
{
|
||||
if (IsOpen) return;
|
||||
IsOpen = true;
|
||||
Time.timeScale = 0f;
|
||||
UIPageManager.Instance.RegisterPage(this);
|
||||
EventSystem.current?.SetSelectedGameObject(null);
|
||||
gameObject.SetActive(true);
|
||||
canvasGroup.interactable = true;
|
||||
canvasGroup.DOFade(1f, 0.3f).From(0f).SetUpdate(true)
|
||||
.OnComplete(() =>
|
||||
{
|
||||
canvasGroup.blocksRaycasts = true;
|
||||
OnPageOpened();
|
||||
}).Play();
|
||||
}
|
||||
|
||||
public override void Close()
|
||||
{
|
||||
if (!IsOpen) return;
|
||||
IsOpen = false;
|
||||
UIPageManager.Instance.UnregisterPage(this);
|
||||
canvasGroup.DOFade(0f, 0.3f).From(1f).SetUpdate(true)
|
||||
.OnComplete(() =>
|
||||
{
|
||||
canvasGroup.interactable = false;
|
||||
canvasGroup.blocksRaycasts = false;
|
||||
OnPageClosed();
|
||||
Time.timeScale = 1f;
|
||||
}).Play();
|
||||
}
|
||||
|
||||
// ──────────────────── 按钮回调 ────────────────────
|
||||
|
||||
private void OnContinueClicked()
|
||||
{
|
||||
Close();
|
||||
}
|
||||
|
||||
private void OnSettingsClicked()
|
||||
{
|
||||
PlayerCanvas.SettingsUIPage.Open();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 点击"返回主菜单"按钮时,弹出确认弹窗而非直接切换场景。
|
||||
/// </summary>
|
||||
private void OnReturnToTitleClicked()
|
||||
{
|
||||
ConfirmUIPage.Show(new ConfirmPageConfig
|
||||
{
|
||||
Title = "ConfirmReturnToMenu_Title".Localize("UI"),
|
||||
Description = "ConfirmReturnToMenu_Desc".Localize("UI"),
|
||||
Buttons = new List<ConfirmButtonConfig>
|
||||
{
|
||||
new("Confirm".Localize("UI"), ReturnToMenu),
|
||||
new("Cancel".Localize("UI"))
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 用户确认后执行的返回主菜单逻辑。
|
||||
/// </summary>
|
||||
private void ReturnToMenu()
|
||||
{
|
||||
Time.timeScale = 1f;
|
||||
AudioManager.Instance.backgroundMusicManager.TransitionToNextScene();
|
||||
UIPageManager.Instance.CloseAllPages();
|
||||
SceneBus.LoadScene(titleSceneName);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5b190c38fdc79d24b8c7cd550c838030
|
||||
@@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using Cielonos.UI;
|
||||
using SLSUtilities.General;
|
||||
using SLSUtilities.UI;
|
||||
using TMPro;
|
||||
@@ -24,6 +25,12 @@ namespace Cielonos.MainGame.UI
|
||||
private CombatSystemsUIArea combatSystemsUIArea;
|
||||
[SerializeField]
|
||||
private MainGamePages mainGamePages;
|
||||
[SerializeField]
|
||||
private PauseUIPage pauseUIPage;
|
||||
[SerializeField]
|
||||
private SettingsUIPage settingsUIPage;
|
||||
[SerializeField]
|
||||
private InteractionUIArea interactionUIArea;
|
||||
|
||||
private void Update()
|
||||
{
|
||||
@@ -41,5 +48,8 @@ namespace Cielonos.MainGame.UI
|
||||
public static EnemyInfoUIArea EnemyInfoUIArea => Instance.enemyInfoUIArea;
|
||||
public static CombatSystemsUIArea CombatSystemsUIArea => Instance.combatSystemsUIArea;
|
||||
public static MainGamePages MainGamePages => Instance.mainGamePages;
|
||||
public static PauseUIPage PauseUIPage => Instance.pauseUIPage;
|
||||
public static SettingsUIPage SettingsUIPage => Instance.settingsUIPage;
|
||||
public static InteractionUIArea InteractionUIArea => Instance?.interactionUIArea;
|
||||
}
|
||||
}
|
||||
@@ -31,7 +31,7 @@ namespace Cielonos.MainGame.UI
|
||||
else
|
||||
{
|
||||
this.supportEquipment = supportEquipment;
|
||||
iconImage.sprite = supportEquipment.contentData.squareIcon;
|
||||
iconImage.sprite = supportEquipment.contentData.itemIcon;
|
||||
|
||||
if (supportEquipment.functionSm != null)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user