| | |
| | | public void CalcFloorEquip(int itemIndex) |
| | | { |
| | | if (itemIndex == -1) |
| | | { |
| | | Debug.Log("CalcFloorEquip 无效的物品索引"); |
| | | return; |
| | | } |
| | | |
| | | var item = PackManager.Instance.GetItemByIndex(PackType.DropItem, itemIndex); |
| | | if (item == null) |
| | | { |
| | | Debug.Log("CalcFloorEquip 无效的物品索引"); |
| | | return; |
| | | } |
| | | |
| | | //非自动模式下,筛选装备打开装备操作界面 |
| | | if (IsEquip(item)) |
| | |
| | | { |
| | | if (PackManager.Instance.GetSinglePack(PackType.DropItem).GetItems().Count == 0) |
| | | { |
| | | Debug.Log("CalcAllFloorItems 没有掉落物品"); |
| | | return; |
| | | } |
| | | //构建所有物品 |
| | |
| | | public bool OpenEquipExchangeWin(ItemModel equip) |
| | | { |
| | | if (equip == null) |
| | | { |
| | | Debug.LogWarning("OpenEquipExchangeWin: 装备为空"); |
| | | return false; |
| | | } |
| | | |
| | | if (!DTC0403_tagPlayerLoginLoadOK.finishedLogin) |
| | | { |
| | |
| | | if (AutoFightModel.Instance.TryAutoFightDoEquip(equip)) |
| | | { |
| | | //自动战力对比, 条件不满足的分解 |
| | | Debug.LogWarning("OpenEquipExchangeWin: 自动战力对比, 条件不满足的分解"); |
| | | return false; |
| | | } |
| | | |
| | |
| | | //未回复装备操作结果,否则会显示旧装备 |
| | | if (waitEquipOPPack) |
| | | { |
| | | Debug.LogError("OpenEquipExchangeWin: 等待服务器响应"); |
| | | Debug.LogWarning("OpenEquipExchangeWin: 等待服务器响应"); |
| | | return false; |
| | | } |
| | | |
| | | |
| | | if (UIManager.Instance.IsOpened<EquipExchangeWin>()) |
| | | { |
| | | Debug.LogWarning("OpenEquipExchangeWin: 装备界面已打开"); |
| | | return false; |
| | | } |
| | | |
| | | |
| | | selectFloorEquip = GetSelectFloorEquip(); |
| | | if (selectFloorEquip == null) |
| | | { |
| | | Debug.LogWarning("OpenEquipExchangeWin: 没有可选装备"); |
| | | return false; |
| | | |
| | | } |
| | | Debug.LogWarning("OpenEquipExchangeWin: 打开装备界面"); |
| | | UIManager.Instance.OpenWindow<EquipExchangeWin>(); |
| | | return true; |
| | | |