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79
Assets/Scripts/UI/Bag/BagSlotItem.cs
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79
Assets/Scripts/UI/Bag/BagSlotItem.cs
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// 本脚本只在不存在时会生成一次。组件逻辑写在当前脚本内。已存在不会再次生成覆盖
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using System;
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using UnityEngine;
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using FairyGUI;
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using Fantasy;
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using NBC;
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using NBF.Fishing2;
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using NBF.Utils;
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using Log = NBC.Log;
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namespace NBF
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{
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public partial class BagSlotItem : GButton
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{
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public int Index { get; private set; }
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public Action<int, long> OnChangeSlot;
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private void OnInited()
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{
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onDrop.Add(OnDrop);
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BtnRemove.onClick.Set(OnRemove);
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onClick.Add(OnClick);
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}
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private void OnClick()
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{
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if (showType.selectedIndex == 0)
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{
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// Notices.Info("拖拽放入");
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}
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}
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private void OnRemove(EventContext context)
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{
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context.PreventDefault();
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context.StopPropagation();
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OnChangeSlot?.Invoke(Index, 0);
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}
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private void OnDrop(EventContext context)
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{
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var obj = context.initiator;
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if (obj is BagItem bagItem)
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{
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Log.Info($"放下了:{bagItem.ItemInfo.Id}");
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OnChangeSlot?.Invoke(Index, bagItem.ItemInfo.Id);
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}
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}
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public void SetData(int index, ItemInfo itemInfo = null)
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{
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Index = index;
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TextIndex.text = (index + 1).ToString();
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if (itemInfo != null)
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{
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showType.selectedIndex = 1;
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icon = itemInfo.ConfigId.GetIcon();
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if (itemInfo.Count > 1)
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{
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TextCount.text = itemInfo.Count.ToString();
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}
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else
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{
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TextCount.text = string.Empty;
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}
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Quality.SetQuality(itemInfo.Config.Quality);
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}
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else
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{
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showType.selectedIndex = 0;
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TextCount.text = string.Empty;
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icon = string.Empty;
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}
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}
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}
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}
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