少年修仙传客户端代码仓库
client_Wu Xijin
2019-02-25 9a8583c696c85286956048e4955e4314e46202a2
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
using System;
using Snxxz.UI;
 
 
 
 
//强化界面面板
public class StrengtheningSripts : MonoBehaviour
{
 
    [SerializeField] ItemCell UpIteemCell;
    [SerializeField] ItemCell NowIteemCell;
    [SerializeField] ItemCell FullIteemCell;
    [SerializeField] Text GradeTextNext;
    [SerializeField] Text m_DefenseText;//防御力
    [SerializeField] Text m_DefenseNum;//防御增加值
    [SerializeField] Text m_LifeValueText;//生命
    [SerializeField] Text m_LifeValueNum;//生命增加值
    [SerializeField] Text m_AttText;//攻击
    [SerializeField] Text m_AttNum;//攻击增加值
    [SerializeField] Text m_Money_text;//背包铜钱数量
    [SerializeField] Text m_PromoteLimit;
 
    private Dictionary<int, string> _toggleName = new Dictionary<int, string>();//关于响应事件字典存储
    Dictionary<int, string> _toponym = new Dictionary<int, string>();
    private string[] _locationSort = new string[] { };//装备位优先级数组
    private List<int> _wear = new List<int>();//有穿戴的装备
    private List<int> _notWear = new List<int>();//未穿戴的装备
    private List<int> _fullLevel = new List<int>();//满阶的装备
    private GameObject _ScrollRectPanel;//活动框面板
    private Transform _content;//Toggle组
    public ScrollRect _Scrobar;//索引条 
 
    private Button _stopBtn;//停止强化
    private Button _strengBtn;//强化按钮
    private Button _automaticBtn;//自动强化按钮
    private Text _StrengImage;//强化Image
 
    private Image TheningFloor;//控制显隐
 
    private Transform _TheningTop;//强化面板总
    private Transform _GridGreenImage;//强化面板
    private Image _gridAblueImage;//所需的金币
    private Text _moneyText;//需要升级的金钱
    private Button _MoneyButton;//金币按钮弹框
    private Text _gradText;//当前等级
    private Slider _slider;//经验条
    private Text _sliderText;//熟练度
 
    private Transform _GridGreenB;//满级面板
    private Text _LevelTextB;//满级的等级
    private Slider _GBSlider;//满级滑动条
    private Text _FillAText;//满级超出内容
    private Transform _AttributesBig;//未装备面板
 
    private int _tag;//用来当做标记位(当前的装备位置)
    private int _StrengtheningType = 0;//强化类型标记
    private int _StrengthenLevel = 0;//用来标记当前强化等级
    private ulong _money;//需要消耗的钱数
    EquipmentInitialization _equipment;
    private bool _boolIE;//是否再强化中
    private bool _open = true;
    private bool _ToggleDown = true;//默认第一次
    private int _lvInt;
    int _numberText;
    private float _flotA;
    private float _flotB;
    private bool _effects = true;
    public Transform _TheningFloor;
    public IntensifySmoothSlider _SmoothSlider;//Slider
 
    GetItemPathModel _GetItemPath;
    GetItemPathModel GetItemPath { get { return _GetItemPath ?? (_GetItemPath = ModelCenter.Instance.GetModel<GetItemPathModel>()); } }
    StrengthenModel m_StrengthengModel;
    StrengthenModel strengthengmodel { get { return m_StrengthengModel ?? (m_StrengthengModel = ModelCenter.Instance.GetModel<StrengthenModel>()); } }
 
    ItemTipsModel _itemTipsModel;
    ItemTipsModel itemTipsModel { get { return _itemTipsModel ?? (_itemTipsModel = ModelCenter.Instance.GetModel<ItemTipsModel>()); } }
 
    PackModel _playerPack;
    PackModel playerPack { get { return _playerPack ?? (_playerPack = ModelCenter.Instance.GetModel<PackModel>()); } }
    PlayerMainDate m_MainModel;
    PlayerMainDate onMainModel { get { return m_MainModel ?? (m_MainModel = ModelCenter.Instance.GetModel<PlayerMainDate>()); } }
    PlayerTaskDatas m_PlayerTask;
 
    public static Action IsFightUp;
 
    [SerializeField] UIEffect _UIEffect1A;
    [SerializeField] UIEffect _UIEffect1B;
    [SerializeField] UIEffect _UIEffect1C;
    [SerializeField] UIEffect _UIEffect1D;
 
    [SerializeField] GameObject m_ImageBGObj;
    public float _Delaytime = 0.1f;//延迟时间
    public float _Contracttime = 0.15f;//发包时间
 
 
    private bool IsGuide = false;
    void Awake()
    {
 
        #region 属性赋值
        _ScrollRectPanel = this.transform.Find("StrengBackground/ManagementFrame/ScrollRectPanel").gameObject;
        _content = this.transform.Find("StrengBackground/ManagementFrame/ScrollRectPanel/Viewport/Content");
 
        _stopBtn = this.transform.Find("BottomFrame/StopBtn").GetComponent<Button>();
        _strengBtn = this.transform.Find("BottomFrame/StrengBtn").GetComponent<Button>();
        _StrengImage = this.transform.Find("BottomFrame/StrengBtn/StrengImage").GetComponent<Text>();
        _automaticBtn = this.transform.Find("BottomFrame/AutomaticBtn").GetComponent<Button>();
 
        TheningFloor = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor").GetComponent<Image>();
 
        _TheningTop = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop").transform;
        _GridGreenImage = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/StrengthenGreenATips").transform;
 
        _MoneyButton = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/StrengthenGreenATips/DownImage").GetComponent<Button>();
        _moneyText = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/StrengthenGreenATips/DownImage/Level_2_TAB").GetComponent<Text>();
        _gradText = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/StrengthenGreenATips/GradientAImage/GradText").GetComponent<Text>();
        _slider = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/StrengthenGreenATips/Slider").GetComponent<Slider>();
        _sliderText = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/StrengthenGreenATips/Slider/Background/NumericalText").GetComponent<Text>();
 
        _GridGreenB = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/GridGreenB").transform;
        _LevelTextB = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/GridGreenB/GridGreenBTips/Gradient/GradientText").GetComponent<Text>();
        _GBSlider = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/GridGreenB/GridGreenBTips/Slider").GetComponent<Slider>();
        _FillAText = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/GridGreenB/GridGreenBTips/Slider/Background/SkilledArticleText").GetComponent<Text>();
 
        _AttributesBig = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/AttributesBigTips").transform;
        #endregion
 
        _toggleName.Add(1, "WeaponPlate");//武器
        _toggleName.Add(2, "DeputyPlate");//副手
        _toggleName.Add(3, "HelmetPlate");//帽子
        _toggleName.Add(4, "ChestPlate");//衣袍
        _toggleName.Add(5, "BeltPlate");//腰带
        _toggleName.Add(6, "ShinPads");//下装
        _toggleName.Add(7, "BootsPlate");//鞋履
        _toggleName.Add(8, "NecklacePlate");//项链
        _toggleName.Add(9, "FairyPlate1");//仙器1
        _toggleName.Add(10, "FairyPlate2");//仙器2
        _toponym.Add(1, Language.Get("Z1001"));
        _toponym.Add(2, Language.Get("Z1002"));
        _toponym.Add(3, Language.Get("Z1003"));
        _toponym.Add(4, Language.Get("Z1004"));
        _toponym.Add(5, Language.Get("Z1005"));
        _toponym.Add(6, Language.Get("Z1006"));
        _toponym.Add(7, Language.Get("Z1007"));
        _toponym.Add(8, Language.Get("Z1008"));
        _toponym.Add(9, Language.Get("Z1009"));
        _toponym.Add(10, Language.Get("Z1010"));
    }
 
    bool EffectsJudgment(int _tag)//特效判断
    {
        for (int i = 0; i < _wear.Count; i++)
        {
            if (_wear[i] == _tag)
                return true;
        }
        return false;
    }
 
    private void OnEnable()
    {
        IsGuide = NewBieCenter.Instance.inGuiding && NewBieCenter.Instance.currentGuide == 10;
        _effects = true;
        _open = true;
        _money = PlayerDatas.Instance.baseData.allSliver;
        StrengthenModel.Event_Ha3b3 += EquipPartStar;//刷新服务器关于装备信息
        PlayerDatas.Instance.PlayerDataRefreshInfoEvent += RefreshMoney;//金钱的刷新
        Initialize();
        WindowCenter.Instance.windowBeforeCloseEvent += windowBeforeCloseEvent;
    }
 
    private void windowBeforeCloseEvent(Window obj)
    {
        if (obj as GetItemPathWin)
        {
            if (IsGuide)
            {
                NewBieCenter.Instance.StartNewBieGuide(92);
                IsGuide = false;
            }
        }
    }
 
    void Start()
    {
        #region 按钮注册
        _stopBtn.onClick.AddListener(StopBtn);
        UIEventTrigger.Get(_strengBtn.gameObject).OnDown = StrengBtn;
        UIEventTrigger.Get(_strengBtn.gameObject).OnUp = UpButton;
        _automaticBtn.onClick.AddListener(AutomaticBtn);
        _MoneyButton.onClick.AddListener(MoneyButton);
        #endregion
    }
 
 
    public void Initialize()
    {
        ClearToArray();
        m_Money_text.text = ItemLogicUtility.Instance.OnChangeCoinsUnit(UIHelper.GetMoneyCnt(3));
        _locationSort = LocationSort();//装备位优先级数组
        TheEquipment();//通过数组来份类是否穿戴 
        DynamicAssignment();//动态赋值名称
        FindBind();
        if (strengthengmodel.equipmentA == 0)
        {
            _content.GetChild(0).GetComponent<Toggle>().isOn = true;//每次都是点亮第一个
            _Scrobar.verticalNormalizedPosition = 1;
        }
        else
        {
            string str = _toggleName[strengthengmodel.equipmentA];
            _content.transform.Find(str).GetComponent<Toggle>().isOn = true;
            for (int i = 0; i < _content.childCount; i++)
            {
                if (_content.GetChild(i).name == str)
                {
                    int type = i;
                    if (type >= 4)
                    {
                        var _position = (10 - type) * 104 + (10 - type - 1) * 4;
                        _position -= 444;
                        _Scrobar.verticalNormalizedPosition = Mathf.Clamp01(_position / (1076.0f - 444));
                        _Scrobar.verticalNormalizedPosition = Mathf.Clamp01(_Scrobar.verticalNormalizedPosition + (50 / (1076.0f - 444)));
                    }
                    else
                    {
                        _Scrobar.verticalNormalizedPosition = 1;
                    }
 
                }
            }
        }
 
        _stopBtn.gameObject.SetActive(false);
 
    }
 
    void MoneyButton()//金币按钮弹框
    {
 
        GetItemPath.SetChinItemModel(2100);
    }
 
 
    #region Toggle按钮的点击事件
    void WeaponPlateT(bool _bool)
    {
        EventResponse(_bool, 1);
    }
 
    void DeputyPlateT(bool _bool)
    {
        EventResponse(_bool, 2);
    }
 
    void ChestPlateT(bool _bool)
    {
        EventResponse(_bool, 4);
    }
 
    void HelmetPlateT(bool _bool)
    {
        EventResponse(_bool, 3);
    }
 
    void NecklacePlateT(bool _bool)
    {
        EventResponse(_bool, 8);
    }
 
    void BeltPlateT(bool _bool)
    {
        EventResponse(_bool, 5);
    }
 
    void ShinPadsT(bool _bool)
    {
        EventResponse(_bool, 6);
    }
 
 
    void BootsPlateT(bool _bool)
    {
        EventResponse(_bool, 7);
    }
 
 
    void FairyPlate1T(bool _bool)
    {
        EventResponse(_bool, 9);
    }
 
 
    void FairyPlate2T(bool _bool)
    {
        EventResponse(_bool, 10);
    }
    #endregion
 
    void StopBtn()//停止强化
    {
        StopCoroutine("AutomaticRein");
        _boolIE = false;
        onMainModel.StrengthegingBool = _boolIE;
        if (IsFightUp != null)
        {
            IsFightUp();
        }
        _automaticBtn.gameObject.SetActive(true);//自动强化按钮
        _strengBtn.interactable = true;//强化按钮
        _StrengImage.color = new Color32(51, 8, 0, 255);
        _stopBtn.gameObject.SetActive(false);//停止强化按钮
    }
 
    void StrengBtn(GameObject obj)//强化
    {
        if (!_strengBtn.interactable)
        {
            return;
        }
        int _theType = SwitchControl(_tag);
        if (_theType == 1)
        {
            ItemModel item = playerPack.GetItemByIndex(PackType.Equip, _tag);
            ItemPlusMaxConfig _itemPM = new ItemPlusMaxConfig();
            if (strengthengmodel.EquipMax(_tag) != 3)
            {
                _itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_tag), ItemConfig.Get((int)item.itemId).LV, ItemConfig.Get(item.itemId).ItemColor);
            }
            else
            {
                _itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_tag), 0, 0);
            }
            if (_itemPM.levelMax > strengthengmodel._EqInfo[_tag].EquipPartStarLV)
            {
                if (Judgment(_tag))
                {
                    _boolIE = true;
                    onMainModel.StrengthegingBool = _boolIE;
                    StartCoroutine("AutomaticRein");
                }
                else
                {
                    StopBtn();
                    GetItemPath.SetChinItemModel(2100);
                }
            }
            else
            {
                ServerTipDetails.DisplayNormalTip(Language.Get("Z1012"));//装备强化满级
            }
        }
        else if (_theType == 2)
        {
            ServerTipDetails.DisplayNormalTip(Language.Get("Z1013"));//请佩戴装备
        }
        else if (_theType == 3)
        {
            ServerTipDetails.DisplayNormalTip(Language.Get("Z1012"));//装备强化满级
        }
    }
 
    void UpButton(GameObject obj)
    {
        if (!_strengBtn.interactable)
        {
            return;
        }
        StopCoroutine("AutomaticRein");
        _boolIE = false;
        onMainModel.StrengthegingBool = _boolIE;
        if (IsFightUp != null)
        {
            IsFightUp();
        }
    }
 
    void AutomaticBtn()//自动强化
    {
        int _theType = SwitchControl(_tag);
        if (_theType == 1)
        {
            ItemModel item = playerPack.GetItemByIndex(PackType.Equip, _tag);
            ItemPlusMaxConfig _itemPM = new ItemPlusMaxConfig();
            if (strengthengmodel.EquipMax(_tag) != 3)
            {
                _itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_tag),
                    ItemConfig.Get(item.itemId).LV, ItemConfig.Get(item.itemId).ItemColor);
            }
            else
            {
                _itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_tag), 0, 0);
            }
            if (_itemPM.levelMax > strengthengmodel._EqInfo[_tag].EquipPartStarLV)
            {
                if (Judgment(_tag))
                {
                    _automaticBtn.gameObject.SetActive(false);//自动强化按钮
                    _strengBtn.interactable = false;//强化按钮
                    _StrengImage.color = new Color32(51, 8, 0, 150);
                    _stopBtn.gameObject.SetActive(true);//停止强化按钮
                    _boolIE = true;
                    onMainModel.StrengthegingBool = _boolIE;
                    StartCoroutine("AutomaticRein");
                }
                else
                {
                    StopBtn();
                    GetItemPath.SetChinItemModel(2100);
                }
            }
            else
            {
                ServerTipDetails.DisplayNormalTip(Language.Get("Z1012"));//装备强化满级
            }
        }
        else if (_theType == 2)
        {
            ServerTipDetails.DisplayNormalTip(Language.Get("Z1013"));//请佩戴装备
            if (IsGuide)
            {
                NewBieCenter.Instance.StartNewBieGuide(92);
                IsGuide = false;
            }
        }
        else if (_theType == 3)
        {
            ServerTipDetails.DisplayNormalTip(Language.Get("Z1012"));//装备强化满级
        }
 
    }
 
    IEnumerator AutomaticRein()//自动强化开始的协程
    {
        while (_boolIE)
        {
            if (Judgment(_tag))
            {
                if (_open)
                {
                    CA301_tagEquipPlus _tagEPlus = new CA301_tagEquipPlus();
                    _tagEPlus.ItemIndex = (ushort)_tag;
                    _tagEPlus.PackType = 1;
                    GameNetSystem.Instance.SendInfo(_tagEPlus);//向服务器发送装备位  
                }
                yield return new WaitForSeconds(_Contracttime);
            }
            else
            {
                StopBtn();
                int _type = strengthengmodel.GameDefineIndex(_tag);//强化类型的返回
                ItemPlusConfig _itemPlus = ItemPlusConfig.GetTypeAndGrade(_type, strengthengmodel._EqInfo[_tag].EquipPartStarLV);
                _moneyText.text = MoneyContrast(_money);
                GetItemPath.SetChinItemModel(2100);
                yield return null;
            }
        }
    }
    void StrengthenRefresh()//数据的强化
    {
        int _number = strengthengmodel._EqInfo[_tag].EquipPartStarLV;//当前部位的等级 
        ItemModel item = playerPack.GetItemByIndex(PackType.Equip, _tag);
        if (item == null)
        {
            return;
        }
        ItemPlusMaxConfig _itemPM = new ItemPlusMaxConfig();
        if (strengthengmodel.EquipMax(_tag) != 3)
        {
            _itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_tag),
                ItemConfig.Get(item.itemId).LV, ItemConfig.Get(item.itemId).ItemColor);
        }
        else
        {
            _itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_tag), 0, 0);
        }
        if (_itemPM.levelMax >= _number)
        {
            if (Judgment(_tag))
            {
                StrengtheningA(_tag);
 
            }
            if (_number >= _itemPM.levelMax)
            {
                TheningFloor.color = new Color32(255, 255, 255, 0);
                _GridGreenImage.gameObject.SetActive(false);
                _AttributesBig.gameObject.SetActive(false);
                _GridGreenB.gameObject.SetActive(true);
                DisplayPromoteLv(_tag);
                _UIEffect1D.StopImediatly();
                FullLevel(_tag);
                _wear.Clear();
                _notWear.Clear();
                _fullLevel.Clear();
                TheEquipment();
                if (IsGuide)
                {
                    NewBieCenter.Instance.StartNewBieGuide(92);
                    IsGuide = false;
                }
                _automaticBtn.gameObject.SetActive(true);//自动强化按钮
                _strengBtn.interactable = true;//强化按钮
                _StrengImage.color = new Color32(51, 8, 0, 255);
                _stopBtn.gameObject.SetActive(false);//停止强化按钮
                StopCoroutine("AutomaticRein");
                _boolIE = false;
                onMainModel.StrengthegingBool = _boolIE;
                if (IsFightUp != null)
                {
                    IsFightUp();
                }
            }
        }
    }
    List<int> StrengthList = new List<int>();
    string[] LocationSort()//装备位优先级
    {
        string _array = FuncConfigConfig.Get("StrengthenDisplay").Numerical1;
        string[] _Sarray = new string[] { };//接收排序
        List<string> SortList = new List<string>();
        if (StrengthList.Count <= 0)
        {
            for (int i = 0; i < ConfigParse.GetMultipleStr(_array).Length; i++)
            {
                StrengthList.Add(int.Parse(ConfigParse.GetMultipleStr(_array)[i]));
            }
        }
        for (int i = 0; i < ConfigParse.GetMultipleStr(_array).Length; i++)
        {
            SortList.Add(ConfigParse.GetMultipleStr(_array)[i]);
        }
        SortList.Sort(Compare);
        _Sarray = SortList.ToArray();
        return _Sarray;
    }
 
    private int Compare(string x, string y)//数组排列
    {
        var _index_x = int.Parse(x);
        var _index_y = int.Parse(y);
        bool havex = IsFairyDevice(_index_x);
        bool havey = IsFairyDevice(_index_y);
        if (havex.CompareTo(havey) != 0)
        {
            return -havex.CompareTo(havey);
        }
        var _sort_x = StrengthList.IndexOf(_index_x);
        var _sort_y = StrengthList.IndexOf(_index_y);
        return _sort_x.CompareTo(_sort_y);
    }
 
    private bool IsFairyDevice(int Index)
    {
        if (Index == 9 || Index == 10)
        {
            SinglePack singlePack = playerPack.GetSinglePack(PackType.Equip);
            if (singlePack != null && singlePack.GetAllItems().ContainsKey(Index))
            {
                ItemModel item = singlePack.GetItemByIndex(Index);
                ItemPlusMaxConfig _itemPM = new ItemPlusMaxConfig();
                _itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(Index), 0, 0);
                if (_itemPM.levelMax > strengthengmodel._EqInfo[Index].EquipPartStarLV)//最大可升阶等级和服务端对比
                {
                    return true;
                }
            }
        }
        return false;
    }
 
    void TheEquipment()//通过数组来份类是否穿戴
    {
        for (int i = 0; i < _locationSort.Length; i++)
        {
            SinglePack singlePack = playerPack.GetSinglePack(PackType.Equip);
            if (singlePack == null)
            {
                _notWear.Add(int.Parse(_locationSort[i]));//未穿戴
                continue;
            }
 
            if (singlePack.GetAllItems().ContainsKey(int.Parse(_locationSort[i])))
            {
                ItemModel item = singlePack.GetItemByIndex(int.Parse(_locationSort[i]));
                ItemPlusMaxConfig _itemPM = new ItemPlusMaxConfig();
                if (strengthengmodel.EquipMax(int.Parse(_locationSort[i])) != 3)
                {
                    _itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(int.Parse(_locationSort[i])),
                        ItemConfig.Get(item.itemId).LV, ItemConfig.Get(item.itemId).ItemColor);
                }
                else
                {
                    _itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(int.Parse(_locationSort[i])), 0, 0);
                }
                if (_itemPM.levelMax > strengthengmodel._EqInfo[int.Parse(_locationSort[i])].EquipPartStarLV)//最大可升阶等级和服务端对比
                {
                    _wear.Add(int.Parse(_locationSort[i]));//未满阶
                }
                else
                {
                    _fullLevel.Add(int.Parse(_locationSort[i]));//满阶
                }
            }
            else
            {
                _notWear.Add(int.Parse(_locationSort[i]));//未穿戴
            }
        }
    }
 
 
    void DynamicAssignment()//动态赋值名称
    {
 
        for (int i = 1; i <= _locationSort.Length; i++)
        {
 
            if (i <= _wear.Count)//有装备
            {
                _content.GetChild(i - 1).gameObject.name = _toggleName[(_wear[i - 1])];
                int part = (_wear[i - 1]);
                _content.GetChild(i - 1).transform.Find("RedPoint").GetComponent<RedpointBehaviour>().redpointId = strengthengmodel.StrengthengRedPoint[part].id;
                ItemModel item = playerPack.GetItemByIndex(PackType.Equip, _wear[i - 1]);
                _content.GetChild(i - 1).transform.Find("BGMImage").gameObject.SetActive(false);
                ItemCell _ItemCell = _content.GetChild(i - 1).transform.Find("ItemCell").GetComponent<ItemCell>();
                _ItemCell.gameObject.SetActive(true);
                _ItemCell.Init(item);
                _content.GetChild(i - 1).transform.Find("ContentText").GetComponent<Text>().text = ItemColor((int)item.itemId, (_wear[i - 1]));
                _content.GetChild(i - 1).transform.Find("ContentText").gameObject.SetActive(true);
                _content.GetChild(i - 1).transform.Find("TextBGPanel").gameObject.SetActive(false);
            }
            else
            {
                if (i - _wear.Count <= _notWear.Count)//没装备
                {
 
                    _content.GetChild(i - 1).gameObject.name = _toggleName[(_notWear[i - _wear.Count - 1])];
                    int part = (_notWear[i - _wear.Count - 1]);
                    _content.GetChild(i - 1).transform.Find("RedPoint").GetComponent<RedpointBehaviour>().redpointId = strengthengmodel.StrengthengRedPoint[part].id;
                    _content.GetChild(i - 1).transform.Find("BGMImage").gameObject.SetActive(true);
                    _content.GetChild(i - 1).transform.Find("ItemCell").gameObject.SetActive(false);
                    _content.GetChild(i - 1).transform.Find("ContentText").gameObject.SetActive(false);
                    _content.GetChild(i - 1).transform.Find("TextBGPanel").gameObject.SetActive(true);
                    _content.GetChild(i - 1).transform.Find("TextBGPanel/UpText").GetComponent<Text>().text = Language.Get("Z1015") + _toponym[(_notWear[i - _wear.Count - 1])];
                }
                else//满阶
                {
                    _content.GetChild(i - 1).gameObject.name = _toggleName[(_fullLevel[i - _wear.Count - _notWear.Count - 1])];
                    int part = (_fullLevel[i - _wear.Count - _notWear.Count - 1]);
                    _content.GetChild(i - 1).transform.Find("RedPoint").GetComponent<RedpointBehaviour>().redpointId = strengthengmodel.StrengthengRedPoint[part].id;
                    _content.GetChild(i - 1).transform.Find("BGMImage").gameObject.SetActive(false);
                    ItemModel item = playerPack.GetItemByIndex(PackType.Equip, _fullLevel[i - _wear.Count - _notWear.Count - 1]);
                    ItemCell _ItemCell = _content.GetChild(i - 1).transform.Find("ItemCell").GetComponent<ItemCell>();
                    _ItemCell.gameObject.SetActive(true);
                    _ItemCell.Init(item);
                    _content.GetChild(i - 1).transform.Find("ContentText").GetComponent<Text>().text = ItemColor((int)item.itemId, (_fullLevel[i - _wear.Count - _notWear.Count - 1]));
                    _content.GetChild(i - 1).transform.Find("ContentText").gameObject.SetActive(true);
                    _content.GetChild(i - 1).transform.Find("TextBGPanel").gameObject.SetActive(false);
                }
            }
        }
    }
 
    void FindBind()//Toggle 的动态赋值
    {
        for (int i = 0; i < _content.childCount; i++)
        {
            _content.GetChild(i).transform.GetComponent<Toggle>().onValueChanged.RemoveAllListeners();
        }
        _content.Find("WeaponPlate").GetComponent<Toggle>().onValueChanged.AddListener(
            delegate (bool _bool)
            {
                WeaponPlateT(_bool);
            }
            );
        _content.Find("DeputyPlate").GetComponent<Toggle>().onValueChanged.AddListener(
           delegate (bool _bool)
           {
               DeputyPlateT(_bool);
           }
           );
        _content.Find("HelmetPlate").GetComponent<Toggle>().onValueChanged.AddListener(
           delegate (bool _bool)
           {
               HelmetPlateT(_bool);
           }
           );
        _content.Find("ChestPlate").GetComponent<Toggle>().onValueChanged.AddListener(
           delegate (bool _bool)
           {
               ChestPlateT(_bool);
           }
           );
        _content.Find("BeltPlate").GetComponent<Toggle>().onValueChanged.AddListener(
           delegate (bool _bool)
           {
               BeltPlateT(_bool);
           }
           );
        _content.Find("ShinPads").GetComponent<Toggle>().onValueChanged.AddListener(
           delegate (bool _bool)
           {
               ShinPadsT(_bool);
           }
           );
        _content.Find("BootsPlate").GetComponent<Toggle>().onValueChanged.AddListener(
           delegate (bool _bool)
           {
               BootsPlateT(_bool);
           }
           );
        _content.Find("NecklacePlate").GetComponent<Toggle>().onValueChanged.AddListener(
           delegate (bool _bool)
           {
               NecklacePlateT(_bool);
           }
           );
        _content.Find("FairyPlate1").GetComponent<Toggle>().onValueChanged.AddListener(
           delegate (bool _bool)
           {
               FairyPlate1T(_bool);
           }
           );
        _content.Find("FairyPlate2").GetComponent<Toggle>().onValueChanged.AddListener(
           delegate (bool _bool)
           {
               FairyPlate2T(_bool);
           }
           );
    }//查找Toggle和赋值
 
    int SwitchControl(int _arrayNumber)//返回是否有穿戴装备
    {
        _wear.Clear();
        _notWear.Clear();
        _fullLevel.Clear();
        TheEquipment();
        for (int i = 0; i < _wear.Count; i++)//有装备
        {
            if (_wear[i] == _arrayNumber)
                return 1;
        }
 
        for (int j = 0; j < _notWear.Count; j++)//无装备
        {
            if (_notWear[j] == _arrayNumber)
                return 2;
        }
        for (int k = 0; k < _fullLevel.Count; k++)//满阶
        {
            if (_fullLevel[k] == _arrayNumber)
                return 3;
        }
        return 0;
    }
 
    void FullLevel(int _number)//满级面板的赋值
    {
        TheningFloor.color = new Color32(255, 255, 255, 0);
        int _theTpye = strengthengmodel.GameDefineIndex(_number);
        ItemModel item = playerPack.GetItemByIndex(PackType.Equip, _number);
        FullIteemCell.Init(item);
        FullIteemCell.cellBtn.RemoveAllListeners();
        FullIteemCell.cellBtn.AddListener(() =>
        {
            itemTipsModel.SetItemTipsModel(PackType.Equip, item.guid);
        });
        ItemPlusMaxConfig _tagItem = new ItemPlusMaxConfig();
        if (strengthengmodel.EquipMax(_number) != 3)
        {
            _tagItem = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_number),
                ItemConfig.Get(item.itemId).LV, ItemConfig.Get(item.itemId).ItemColor);
        }
        else
        {
            _tagItem = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_number), 0, 0);
        }
        _LevelTextB.text = _tagItem.levelMax.ToString();
        if (_tagItem.levelMax == strengthengmodel._EqInfo[_number].EquipPartStarLV)
        {
 
            _FillAText.text = string.Format(Language.Get("Z1016"), strengthengmodel._EqInfo[_number].Proficiency);
        }
        else
        {
            ItemPlusConfig _tagItem_A = ItemPlusConfig.GetTypeAndGrade(_theTpye, strengthengmodel._EqInfo[_number].EquipPartStarLV);
            ItemPlusConfig _tagItem_B = ItemPlusConfig.GetTypeAndGrade(_theTpye, _tagItem.levelMax);
            int _beyond = _tagItem_A.upExpTotal - _tagItem_B.upExpTotal + strengthengmodel._EqInfo[_number].Proficiency;
            _FillAText.text = string.Format(Language.Get("Z1016"), _beyond);
 
        }
    }
 
    void StrengtheningA(int _tag)//强化面板的赋值
    {
        TheningFloor.color = new Color32(255, 255, 255, 255);
        ItemModel item = playerPack.GetItemByIndex(PackType.Equip, _tag);
        NowIteemCell.Init(item);
        ItemConfig tagItem = ItemConfig.Get(item.itemId.ToString());
 
        NowIteemCell.cellBtn.RemoveAllListeners();
        NowIteemCell.cellBtn.AddListener(() =>
        {
            itemTipsModel.SetItemTipsModel(PackType.Equip, item.guid, false);
            itemTipsModel.curAttrData.SetStrengthData(strengthengmodel.StrengthenTheCeiling(item.itemPlace) + 1, strengthengmodel.GameDefineIndex(item.itemPlace
                ));
            itemTipsModel.ShowUICtrl();
        });
        //当前阶
        UpIteemCell.Init(item);
        UpIteemCell.cellBtn.RemoveAllListeners();
        UpIteemCell.cellBtn.AddListener(() =>
        {
            itemTipsModel.SetItemTipsModel(PackType.Equip, item.guid);
        });
        int _levelNum = strengthengmodel._EqInfo[_tag].EquipPartStarLV;//获取服务端的当前等级
        int _strType = strengthengmodel.GameDefineIndex(_tag);
        ;//强化类型返回
        ItemPlusConfig _tagItem = ItemPlusConfig.GetTypeAndGrade(_strType, _levelNum);
        if (_ToggleDown)
        {
            _SmoothSlider.delay = 0f;
            _SmoothSlider.stage = _levelNum;
            _SmoothSlider.ResetStage();
            _SmoothSlider.value = (float)Math.Round((double)strengthengmodel._EqInfo[_tag].Proficiency / _tagItem.upExpNeed, 2, MidpointRounding.AwayFromZero);
            _ToggleDown = false;
        }
        else
        {
            if (_levelNum > _StrengthenLevel)
            {
                if (EffectsJudgment(_tag))
                    _UIEffect1B.Play();
                _StrengthenLevel = _levelNum;
            }
            _SmoothSlider.delay = _Delaytime;
            _SmoothSlider.stage = _levelNum;
            _SmoothSlider.value = (float)Math.Round((double)strengthengmodel._EqInfo[_tag].Proficiency / _tagItem.upExpNeed, 2, MidpointRounding.AwayFromZero);
        }
 
        _gradText.text = _levelNum.ToString();//当前等级赋值
        GradeTextNext.text = (_levelNum + 1).ToString();//下级等级赋值
        _moneyText.text = MoneyContrast(_money);
 
        _sliderText.text = strengthengmodel._EqInfo[_tag].Proficiency.ToString() + "/" + _tagItem.upExpNeed.ToString();
 
        if (_tagItem.attType.Split('|').Length == 1)
        {
            Dictionary<int, int> _dicOne = AsStipulated((int)item.itemId);
            PlayerPropertyConfig _playPM = PlayerPropertyConfig.Get(_tagItem.attType);
            if (ItemPlusConfig.GetTypeAndGrade(_strType, _levelNum + 1) == null)
                return;
            ItemPlusConfig _tagItemA = ItemPlusConfig.GetTypeAndGrade(_strType, _levelNum + 1);
            m_DefenseText.gameObject.SetActive(false);
            m_LifeValueText.gameObject.SetActive(false);
            m_AttText.gameObject.SetActive(true);
            m_AttText.text = string.Format(Language.Get("Z1060"), _playPM.Name, int.Parse(_tagItem.attValue) + _dicOne[67], int.Parse(_tagItem.attValue) + _dicOne[68]);
            m_AttNum.text = string.Format(Language.Get("Strengthen_ValueNum"), int.Parse(_tagItemA.attValue) - int.Parse(_tagItem.attValue));
        }
        else
        {
            m_AttText.gameObject.SetActive(false);
            m_DefenseText.gameObject.SetActive(true);
            m_LifeValueText.gameObject.SetActive(true);
 
            Dictionary<int, int> _dicTwo = AsStipulated((int)item.itemId);
            string[] _str = new string[] { };
            string[] _strA = new string[] { };
            _str = _tagItem.attType.Split('|');
            _strA = _tagItem.attValue.Split('|');
            PlayerPropertyConfig _playPMA = PlayerPropertyConfig.Get(_str[0]);
            if (ItemPlusConfig.GetTypeAndGrade(_strType, _levelNum + 1) == null)
                return;
            ItemPlusConfig _tagItemB = ItemPlusConfig.GetTypeAndGrade(_strType, _levelNum + 1);
            string[] _strB = new string[] { };
            string[] _strB1 = new string[] { };
            _strB = _tagItemB.attType.Split('|');
            _strB1 = _tagItemB.attValue.Split('|');
            m_DefenseText.text = string.Format(Language.Get("Z1061"), _playPMA.Name, int.Parse(_strA[0]) + _dicTwo[6]);
            m_DefenseNum.text = string.Format(Language.Get("Strengthen_ValueNum"), int.Parse(_strB1[0]) - int.Parse(_strA[0]));
            PlayerPropertyConfig _playPMB = PlayerPropertyConfig.Get(_str[1]);
            m_LifeValueText.text = string.Format(Language.Get("Z1061"), _playPMB.Name, int.Parse(_strA[1]) + _dicTwo[8]);
            m_LifeValueNum.text = string.Format(Language.Get("Strengthen_ValueNum"), int.Parse(_strB1[1]) - int.Parse(_strA[1]));
            Array.Clear(_str, 0, _str.Length);
            Array.Clear(_strA, 0, _strA.Length);
            Array.Clear(_strB, 0, _strB.Length);
            Array.Clear(_strB1, 0, _strB1.Length);
        }
    }
 
 
 
 
 
    Dictionary<int, int> AsStipulated(int _id)//获取物品表的属性值
    {
        Dictionary<int, int> _dic = new Dictionary<int, int>();
        ItemConfig tagCIM = ItemConfig.Get(_id);
        if (tagCIM.Effect1 != 0)
        {
            _dic.Add(tagCIM.Effect1, tagCIM.EffectValueA1);
        }
        if (tagCIM.Effect2 != 0)
        {
            _dic.Add(tagCIM.Effect2, tagCIM.EffectValueA2);
        }
        if (tagCIM.Effect3 != 0)
        {
            _dic.Add(tagCIM.Effect3, tagCIM.EffectValueA3);
        }
        if (tagCIM.Effect4 != 0)
        {
            _dic.Add(tagCIM.Effect4, tagCIM.EffectValueA4);
        }
        if (tagCIM.Effect5 != 0)
        {
            _dic.Add(tagCIM.Effect5, tagCIM.EffectValueA5);
        }
        if (_dic.Count == 0)
            return null;
        return _dic;
    }
 
 
 
 
 
    public void ClearToArray()//关于数组的清空赋值
    {
        _wear.Clear();
        _notWear.Clear();
        _fullLevel.Clear();
        Array.Clear(_locationSort, 0, _locationSort.Length);
        for (int i = 0; i < _content.childCount; i++)
        {
            _content.GetChild(i).GetComponent<Toggle>().isOn = false;
        }
    }
 
 
    void EventResponse(bool _bool, int _equipped)//按钮绑定的事件响应
    {
        if (_bool)
        {
            _ToggleDown = true;
            StopBtn();//停止强化
            _tag = _equipped;
            _StrengtheningType = strengthengmodel.GameDefineIndex(_tag);//获取强化类型
            ColrToPitchUp(_equipped);
            _StrengthenLevel = strengthengmodel._EqInfo[_equipped].EquipPartStarLV;//得到部位强化等级
            int _locationIndex = SwitchControl(_equipped);
            if (_locationIndex == 1)
            {
                StrengtheningA(_equipped);
                _GridGreenImage.gameObject.SetActive(true);
                m_ImageBGObj.SetActive(false);
                _AttributesBig.gameObject.SetActive(false);
                _GridGreenB.gameObject.SetActive(false);
                if (!_UIEffect1D.IsPlaying)
                {
                    _UIEffect1D.Play();
                }
            }
            else if (_locationIndex == 2)
            {
                _GridGreenImage.gameObject.SetActive(false);
                TheningFloor.color = new Color32(255, 255, 255, 0);
                m_ImageBGObj.SetActive(true);
                _AttributesBig.gameObject.SetActive(true);
                _GridGreenB.gameObject.SetActive(false);
                _UIEffect1D.StopImediatly();
                _UIEffect1C.StopImediatly();
                _UIEffect1A.StopImediatly();
                _UIEffect1B.StopImediatly();
            }
            else if (_locationIndex == 3)
            {
                FullLevel(_equipped);
                _GridGreenImage.gameObject.SetActive(false);
                m_ImageBGObj.SetActive(false);
                _AttributesBig.gameObject.SetActive(false);
                _GridGreenB.gameObject.SetActive(true);
                DisplayPromoteLv(_equipped);
                _UIEffect1D.StopImediatly();
                _UIEffect1C.StopImediatly();
                _UIEffect1A.StopImediatly();
                _UIEffect1B.StopImediatly();
            }
        }
    }
 
    void DisplayPromoteLv(int _index)
    {
        var itemModel = playerPack.GetItemByIndex(PackType.Equip, _index);
        if (itemModel != null)
        {
            var itemConfig = ItemConfig.Get(itemModel.itemId);
            var type = strengthengmodel.GameDefineIndex(_index);
            if (ItemPlusMaxConfig.GetItemPlusMaxLv(type) > itemConfig.LV)
            {
                var nextLv = itemConfig.LV + 1;
                m_PromoteLimit.text = Language.Get("ItemPlusPromoteLimit", nextLv);
            }
            else
            {
                m_PromoteLimit.text = string.Empty;
            }
        }
    }
 
 
    void ColrToPitchUp(int _equipped)//颜色变化的切换
    {
        Transform _tran = _content.transform.Find(_toggleName[_equipped] + "/ContentText").transform;
        _tran.GetComponent<Text>().color = new Color32(255, 250, 240, 255);
        for (int i = 1; i <= 10; i++)
        {
            if (_equipped == i)
                continue;
            Transform _tranA = _content.transform.Find(_toggleName[i] + "/ContentText").transform;
            _tranA.GetComponent<Text>().color = new Color32(236, 215, 174, 255);
        }
    }
 
 
    void EquipPartStar(HA3B3_tagMCEquipPartStarLVInfo info)//服务器下发的数据初始化
    {
        SoundPlayer.Instance.PlayUIAudio(14);
        TheDynamicChange(_tag, strengthengmodel._EqInfo[_tag].EquipPartStarLV);//刷新等级和阶数
        StrengthenRefresh();//强化刷新
        Refresh();
        if (EffectsJudgment(_tag))
        {
            _UIEffect1A.Play();
            if (!_UIEffect1C.IsPlaying)
            {
                _UIEffect1C.Play();
            }
 
        }
 
 
    }
 
 
 
    void RefreshMoney(PlayerDataRefresh _tCDBPlayerRefresh)
    {
 
        switch (_tCDBPlayerRefresh)
        {
            case PlayerDataRefresh.Silver:
                _money = PlayerDatas.Instance.baseData.allSliver;
                _moneyText.text = MoneyContrast(_money);
                m_Money_text.text = ItemLogicUtility.Instance.OnChangeCoinsUnit(UIHelper.GetMoneyCnt(3));
                break;
            default:
                break;
        }
    }
 
 
    string MoneyContrast(ulong _haveMoney)//金钱对比
    {
        int _needMoney = 0;
        int _levelNumber = strengthengmodel._EqInfo[_tag].EquipPartStarLV;//获取服务端的当前等级
        ItemPlusConfig _tagItem = ItemPlusConfig.GetTypeAndGrade(_StrengtheningType, _levelNumber);
        _needMoney = _tagItem.costCount;
        string str = null;
        if (_haveMoney >= (ulong)_needMoney)
        {
            str = "<color=#fffaf0>" + (_needMoney / 10000).ToString() + Language.Get("Z1014") + "</color>";
            return str;
        }
        else
        {
            str = "<color=#ff0000>" + (_needMoney / 10000).ToString() + Language.Get("Z1014") + "</color>";
            return str;
        }
    }
 
 
    bool Judgment(int _number)//判断金钱是否足够能否强化
    {
        int _strType = strengthengmodel.GameDefineIndex(_number);// 化类型返回
        int _levelNumber = strengthengmodel._EqInfo[_number].EquipPartStarLV;//获取服务端的当前等级
        ItemPlusConfig _tagItem = ItemPlusConfig.GetTypeAndGrade(_strType, _levelNumber);
        if (_money >= (ulong)_tagItem.costCount)
        {
            return true;
        }
        else
        {
            return false;
        }
    }
 
    private void Refresh()
    {
        foreach (var key in strengthengmodel._EqInfo.Keys)
        {
            TheDynamicChange(key, strengthengmodel._EqInfo[key].EquipPartStarLV);
        }
    }
 
    void TheDynamicChange(int _equippedWithA, int _equipmentLevel)//动态修改(装备位和装备等级)
    {
        ItemModel item = playerPack.GetItemByIndex(PackType.Equip, _equippedWithA);
        if (item == null)
            return;
 
        Text _nameText = _content.Find(_toggleName[_equippedWithA] + "/ContentText").GetComponent<Text>();
        string str = null;
        ItemConfig _Item = ItemConfig.Get((int)item.itemId);
        ItemPlusMaxConfig _itemPM = new ItemPlusMaxConfig();
        if (strengthengmodel.EquipMax(_equippedWithA) != 3)
        {
            _itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_equippedWithA), _Item.LV, _Item.ItemColor);
        }
        else
        {
            _itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_equippedWithA), 0, 0);
        }
        switch (_Item.ItemColor)
        {
            case 0:
            case 1:
                str = _Item.ItemName + "  +" + StrengthenTheCeiling(_itemPM.levelMax, _equipmentLevel);
                _nameText.text = UIHelper.AppendStringColor(_Item.ItemColor, str, true);
                break;
            case 2:
 
                str = _Item.ItemName + "  +" + StrengthenTheCeiling(_itemPM.levelMax, _equipmentLevel);
                _nameText.text = UIHelper.AppendStringColor(_Item.ItemColor, str, true);
                break;
            case 3:
 
                str = _Item.ItemName + "  +" + StrengthenTheCeiling(_itemPM.levelMax, _equipmentLevel);
                _nameText.text = UIHelper.AppendStringColor(_Item.ItemColor, str, true);
                break;
            case 4:
 
                str = _Item.ItemName + "  +" + StrengthenTheCeiling(_itemPM.levelMax, _equipmentLevel);
                _nameText.text = UIHelper.AppendStringColor(_Item.ItemColor, str, true);
                break;
            case 5:
                str = _Item.ItemName + "  +" + StrengthenTheCeiling(_itemPM.levelMax, _equipmentLevel);
                _nameText.text = UIHelper.AppendStringColor(_Item.ItemColor, str, true);
                break;
            case 6:
                str = _Item.ItemName + "  +" + StrengthenTheCeiling(_itemPM.levelMax, _equipmentLevel);
                _nameText.text = UIHelper.AppendStringColor(_Item.ItemColor, str, true);
                break;
            default:
                break;
        }
    }
 
 
    int StrengthenTheCeiling(int _Max, int _equipmentLevel)//强化上限
    {
        if (_Max >= _equipmentLevel)
            return _equipmentLevel;
        else
            return _Max;
    }
 
    string ItemColor(int ItemID, int _equipmentLevel)//颜色的赋值和装备强化等级
    {
        string str = null;
        ItemConfig _Item = ItemConfig.Get(ItemID);
        ItemPlusMaxConfig _itemPM = new ItemPlusMaxConfig();
        if (strengthengmodel.EquipMax(_Item.EquipPlace) != 3)
        {
            _itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_Item.EquipPlace), _Item.LV, _Item.ItemColor);
        }
        else
        {
            _itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_Item.EquipPlace), 0, 0);
        }
        switch (_Item.ItemColor)
        {
            case 0:
            case 1:
                str = _Item.ItemName + "  +" + StrengthenTheCeiling(_itemPM.levelMax, strengthengmodel._EqInfo[_equipmentLevel].EquipPartStarLV);
                return UIHelper.AppendStringColor(_Item.ItemColor, str, true);
            case 2:
                str = _Item.ItemName + "  +" + StrengthenTheCeiling(_itemPM.levelMax, strengthengmodel._EqInfo[_equipmentLevel].EquipPartStarLV);
                return UIHelper.AppendStringColor(_Item.ItemColor, str, true);
            case 3:
                str = _Item.ItemName + "  +" + StrengthenTheCeiling(_itemPM.levelMax, strengthengmodel._EqInfo[_equipmentLevel].EquipPartStarLV);
                return UIHelper.AppendStringColor(_Item.ItemColor, str, true);
            case 4:
                str = _Item.ItemName + "  +" + StrengthenTheCeiling(_itemPM.levelMax, strengthengmodel._EqInfo[_equipmentLevel].EquipPartStarLV);
                return UIHelper.AppendStringColor(_Item.ItemColor, str, true);
            case 5:
                str = _Item.ItemName + "  +" + StrengthenTheCeiling(_itemPM.levelMax, strengthengmodel._EqInfo[_equipmentLevel].EquipPartStarLV);
                return UIHelper.AppendStringColor(_Item.ItemColor, str, true);
            case 6:
                str = _Item.ItemName + "  +" + StrengthenTheCeiling(_itemPM.levelMax, strengthengmodel._EqInfo[_equipmentLevel].EquipPartStarLV);
                return UIHelper.AppendStringColor(_Item.ItemColor, str, true);
            default:
                return str;
        }
    }
 
    void OnDisable()//界面关闭时调用
    {
        _open = false;
        StopBtn();//停止强化关闭携程
        StrengthenModel.Event_Ha3b3 -= EquipPartStar;//刷新服务器关于装备信息
        PlayerDatas.Instance.PlayerDataRefreshInfoEvent -= RefreshMoney;//金钱的刷新
        WindowCenter.Instance.windowBeforeCloseEvent -= windowBeforeCloseEvent;
        int playerLv = PlayerDatas.Instance.baseData.LV;
        if (playerLv >= 150)
        {
            foreach (int key in strengthengmodel.StrengthengRedPoint.Keys)
            {
                strengthengmodel.StrengthengRedPoint[key].state = RedPointState.None;
            }
 
            if (strengthengmodel.LevelAstrictBool)
            {
                strengthengmodel.LevelAstrictBool = false;
            }
            strengthengmodel.equipmentA = 0;
        }
    }
 
}