using System.Collections.Generic; public class EquipmentUI : BotMenuBase { public TabUIBase m_Tab; public EqiupmentPCInfo m_EqiupmentPCInfo; public EquipmentUI_EquipItems m_equipItems; // 중앙 착용 중인 6개의 아이템 public EquipmentUI_Items m_EquipmentUI_Items; // 우측 아이템 도감 public EquipmentUI_Enchant m_EquipmentUI_Enchant; // 우측 인챈트 리스트 List list_tabData = new List { new TabUIData{ btnImg_off = "menu tab icon 1", btnImg_on = "menu tab icon 1" }, new TabUIData{ btnImg_off = "menu tab icon 2", btnImg_on = "menu tab icon 2" }, new TabUIData{ btnImg_off = "menu tab icon 3", btnImg_on = "menu tab icon 3" }, new TabUIData{ btnImg_off = "menu tab icon 4", btnImg_on = "menu tab icon 4" }, new TabUIData{ btnImg_off = "menu tab icon 5", btnImg_on = "menu tab icon 5" }, new TabUIData{ btnImg_off = "menu tab icon 6", btnImg_on = "menu tab icon 6" }, }; List list_infostat = new List { eStat.BaseDmg, eStat.MaxHP, eStat.STR, eStat.DEX, eStat.INT, eStat.LUK }; public CS_EquipmentMenuBackData m_MenuBackData = new CS_EquipmentMenuBackData(); public override void Set() { base.Set(); m_MenuBackData.Init(true, true); Set_Money(101, 102, 103); m_EqiupmentPCInfo.Set(); m_equipItems.Set(); for (int i = 0; i < list_tabData.Count; i++) { list_tabData[i].onClick = OnClick_Button; } m_Tab.Set(list_tabData); if (m_Tab.Get_Index() == 0) m_Tab.OnClick_Tab_byScript(1); // 진입 시 인챈트라면 무기로 변경 else OnClick_Button(); Set_ScrollView(list_infostat); } public void Set_Scrollviews(bool active) { if (active) { OnClick_Button(); list_tabData.ForEach(f => f.CanTouch = true); } else { m_EquipmentUI_Items.gameObject.SetActive(false); m_EquipmentUI_Enchant.gameObject.SetActive(false); list_tabData.ForEach(f => f.CanTouch = false); } } public void OnClick_Button() { var index = m_Tab.Get_Index(); switch (index) { case 0: // 인챈트 m_EquipmentUI_Items.gameObject.SetActive(false); m_EquipmentUI_Enchant.Set(); break; default: // 장비 m_EquipmentUI_Items.Set(eItem.Weapon + index - 1); m_EquipmentUI_Enchant.gameObject.SetActive(false); break; } } public override void OnClick_Back() { if (m_MenuBackData.isNeedServerSave()) { ServerInfo.Ins.Save_Equipment_MenuBack(m_MenuBackData, result => { var sdata = ServerInfo.Ins.m_ServerData; foreach (var item in result.Equip) sdata.Equip.Equip[item.Key] = item.Value; sdata.Slot.Clear(); for (int i = 0; i < result.Slot.Count; i++) sdata.Slot.Add(result.Slot[i].Get()); for (int i = 0; i < result.AllEnchantAmount.Count; i++) sdata.Set_Item(result.AllEnchantAmount[i].itemid, result.AllEnchantAmount[i].amount); sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_ENCHANT_ACC, 0, result.EnchantCount); sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_ENCHANT_ALL, 0, result.EnchantCount); MyValue.Get_ActorStatInfoorNull(eRole.PC); base.OnClick_Back(); }); } else { base.OnClick_Back(); } PopupMgr.Ins.m_EquipmentItemPopup.OnClick_Back(); PopupMgr.Ins.m_EquipmentMakePopup.OnClick_Back(); PopupMgr.Ins.m_EquipmentPopup.OnClick_Back(); } }