重新配置数据

This commit is contained in:
YangHua 2024-08-25 12:59:10 +08:00
parent c0fd9c8f8c
commit aa6f45d70b
2 changed files with 8 additions and 8 deletions

View File

@ -80,7 +80,7 @@ public abstract class StepState : MonoBehaviour
GameManager.UIMgr.HidePanel<UI_LoadingPanel>(); GameManager.UIMgr.HidePanel<UI_LoadingPanel>();
GameManager.RunModelMgr.SceneType = jumpSence; GameManager.RunModelMgr.SceneType = jumpSence;
GameManager.EventMgr.EventTrigger(Enum_EventType.SwitchScene, jumpSence); GameManager.EventMgr.EventTrigger(Enum_EventType.SwitchScene, jumpSence);
GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcessStepTriggerID, GameManager.ProcessMgr.d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersId[0]); GameManager.EventMgr.EventTrigger<string>(Enum_EventType.SwitchSubProcessStepTriggerID, GameManager.ProcessMgr.d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersName[0]);
doStepState.Invoke(true); doStepState.Invoke(true);
}); });

View File

@ -98,16 +98,16 @@ public class PacksackBagMgr : BaseManager<PacksackBagMgr>
/// </summary> /// </summary>
public void ClearAllToolAndDiveceAndMaterial() public void ClearAllToolAndDiveceAndMaterial()
{ {
for (int i = 0; i < toolAndMaterialDic.Count; i++) foreach (var item in toolAndMaterialDic.Keys)
{ {
int indexI = i; List<ItemInfo> temp = toolAndMaterialDic[item];
for (int j = 0; j < toolAndMaterialDic[indexI].Count; j++) for (int j = 0; j < temp.Count; j++)
{ {
int indexJ = j; int indexJ = j;
GameObject obj = GameObject.Instantiate(toolAndMaterialDic[indexI][indexJ].objPrefab); GameObject obj = GameObject.Instantiate(temp[indexJ].objPrefab);
obj.name = toolAndMaterialDic[indexI][indexJ].toolName; obj.name = temp[indexJ].toolName;
obj.transform.position = toolAndMaterialDic[indexI][indexJ].selfPosInToolRoom; obj.transform.position = temp[indexJ].selfPosInToolRoom;
obj.GetComponent<Tool_SelectComponent>().itemInfo = toolAndMaterialDic[indexI][indexJ]; obj.GetComponent<Tool_SelectComponent>().itemInfo = temp[indexJ];
} }
} }
wearDic.Clear(); wearDic.Clear();