ShanxiKnowledgeBase/SXElectricityInformationAcq.../Assets/Scripts/CharacterEquipWindow/CharacterEquipWindowManager.cs

64 lines
1.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using MotionFramework;
using UnityEngine;
namespace DefaultNamespace
{
/// <summary>
/// 人物窗口装备管理器
/// </summary>
public class CharacterEquipWindowManager : ModuleSingleton<CharacterEquipWindowManager>, IModule
{
private Dictionary<string, Material> _equips; //装备集合
private List<Material> _cancel; //未穿戴材质球
private List<Material> _wear; //穿戴材质球
public void OnCreate(object createParam)
{
_equips = new Dictionary<string, Material>();
_cancel = new List<Material>();
_wear = new List<Material>();
_cancel = Resources.LoadAll<Material>("Materials/CharacterEquip/Cancel").ToList();
_wear = Resources.LoadAll<Material>("Materials/CharacterEquip/Wear").ToList();
_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);
}
}
}
}
}