using System; using System.Collections.Generic; using System.Linq; using MotionFramework; using UnityEngine; namespace DefaultNamespace { /// /// 人物窗口装备管理器 /// public class CharacterEquipManager : ModuleSingleton, IModule { private Dictionary _equips; //装备集合 private List _cancel; //未穿戴材质球 private List _wear; //穿戴材质球 private GameObject equipBt; public void OnCreate(object createParam) { _equips = new Dictionary(); _cancel = new List(); _wear = new List(); _cancel = Resources.LoadAll("Materials/CharacterEquip/Cancel").ToList(); _wear = Resources.LoadAll("Materials/CharacterEquip/Wear").ToList(); equipBt = Resources.Load("Prefabs/Window/CharacterEquip/CharacterEquipBt"); _equips.Add("帽子", null); _equips.Add("手套", null); _equips.Add("衣服", null); } public void OnUpdate() { } public void OnDestroy() { } public void OnGUI() { } public void ChangeEquip(string equipName, bool isChange) { Material ma = null; if (_equips.TryGetValue(equipName, out ma)) { if (isChange) { ma = _wear.SingleOrDefault(s => s.name == equipName); } else { ma = _cancel.SingleOrDefault(s => s.name == equipName); } } } public GameObject GetEquipBt() { return equipBt; } } }