| | |
| | | return;
|
| | | }
|
| | |
|
| | | int _resID = JobSetup.BaseEquip[1];
|
| | | var apperance = ModelCenter.Instance.GetModel<EquipModel>().GetAppearance();
|
| | |
|
| | | EquipInfo _equipInfo;
|
| | | int _resID = JobSetup.BaseEquip[1];
|
| | |
|
| | | // 如果是套装位置
|
| | | if (index == (int)RoleEquipType.FashionWeapon)
|
| | |
| | | if (itemID == 0)
|
| | | {
|
| | | // 寻找原身上装备, 如果有的话就重置此次要换装的道具id
|
| | | if (m_EquipDict.TryGetValue((int)RoleEquipType.Weapon, out _equipInfo))
|
| | | if (apperance.weapon != 0)
|
| | | {
|
| | | itemID = _equipInfo.itemID;
|
| | | itemID = (uint)apperance.weapon;
|
| | | }
|
| | | }
|
| | | }
|
| | | else if (index == (int)RoleEquipType.Weapon)
|
| | | {
|
| | | if (m_EquipDict.ContainsKey((int)RoleEquipType.FashionWeapon))
|
| | | if (apperance.fashionWeapon != 0)
|
| | | {
|
| | | return;
|
| | | }
|
| | |
| | | {
|
| | | return;
|
| | | }
|
| | |
|
| | | var apperance = ModelCenter.Instance.GetModel<EquipModel>().GetAppearance();
|
| | |
|
| | | int _baseHandResID = ModelResConfig.GetHandByClothesID((int)ClothesItemID);
|
| | | int _resID = _baseHandResID;
|
| | | if (JobSetup.Job == 2)
|
| | | {
|
| | | _resID = JobSetup.BaseEquip[2];
|
| | | }
|
| | |
|
| | | EquipInfo _equipInfo;
|
| | |
|
| | | // 如果是套装位置
|
| | | if (index == (int)RoleEquipType.FashionWeapon2)
|
| | |
| | | if (itemID == 0)
|
| | | {
|
| | | // 寻找原身上装备, 如果有的话就重置此次要换装的道具id
|
| | | if (m_EquipDict.TryGetValue((int)RoleEquipType.Weapon2, out _equipInfo))
|
| | | if (apperance.secondary != 0)
|
| | | {
|
| | | itemID = _equipInfo.itemID;
|
| | | itemID = (uint)apperance.secondary;
|
| | | }
|
| | | }
|
| | | }
|
| | | else if (index == (int)RoleEquipType.Weapon2)
|
| | | {
|
| | | if (m_EquipDict.ContainsKey((int)RoleEquipType.FashionWeapon2))
|
| | | if (apperance.fashionSecondary != 0)
|
| | | {
|
| | | return;
|
| | | }
|
| | |
| | | }
|
| | | }
|
| | |
|
| | | if (m_EquipDict.ContainsKey((int)RoleEquipType.FashionWeapon2))
|
| | | if (apperance.fashionSecondary != 0)
|
| | | {
|
| | | SwitchHand(true);
|
| | | }
|
| | |
| | | return;
|
| | | }
|
| | |
|
| | | EquipInfo _equipInfo;
|
| | | var apperance = ModelCenter.Instance.GetModel<EquipModel>().GetAppearance();
|
| | |
|
| | | // 换装ID
|
| | | int _resID = JobSetup.BaseEquip[0];
|
| | |
| | | if (itemID == 0)
|
| | | {
|
| | | // 寻找原身上装备, 如果有的话就重置此次要换装的道具id
|
| | | if (m_EquipDict.TryGetValue((int)RoleEquipType.Clothes, out _equipInfo))
|
| | | if (apperance.clothes != 0)
|
| | | {
|
| | | itemID = _equipInfo.itemID;
|
| | | itemID = (uint)apperance.clothes;
|
| | | }
|
| | | }
|
| | | }
|
| | | else if (index == (int)RoleEquipType.Clothes)
|
| | | {
|
| | | if (m_EquipDict.ContainsKey((int)RoleEquipType.FashionClothes))
|
| | | if (apperance.fashionClothes != 0)
|
| | | {
|
| | | return;
|
| | | }
|
| | |
| | | // 决定副手逻辑
|
| | | // 如果当前是时装副手, 则装备时装手臂
|
| | | // 如果当前是普通副手, 则卸下手臂
|
| | | if (m_EquipDict.ContainsKey((int)RoleEquipType.FashionWeapon2))
|
| | | if (apperance.fashionSecondary != 0)
|
| | | {
|
| | | SwitchHand(true);
|
| | | }
|
| | | else
|
| | | {
|
| | | if (!m_EquipDict.ContainsKey((int)RoleEquipType.Weapon2))
|
| | | if (apperance.fashionSecondary == 0)
|
| | | {
|
| | | SwitchHand(true);
|
| | | }
|
| | |
| | |
|
| | | if (onOrOff)
|
| | | {
|
| | | EquipInfo _equipInfo;
|
| | | var apperance = ModelCenter.Instance.GetModel<EquipModel>().GetAppearance();
|
| | |
|
| | | int _itemID = 7000;
|
| | |
|
| | | if (!m_EquipDict.TryGetValue((int)RoleEquipType.FashionClothes, out _equipInfo))
|
| | | if (apperance.fashionClothes == 0)
|
| | | {
|
| | | if (!m_EquipDict.TryGetValue((int)RoleEquipType.Clothes, out _equipInfo))
|
| | | if (apperance.clothes == 0)
|
| | | {
|
| | | _itemID = 7000;
|
| | | }
|
| | | }
|
| | |
|
| | | if (_equipInfo.itemID != 0)
|
| | | {
|
| | | _itemID = (int)_equipInfo.itemID;
|
| | | }
|
| | |
|
| | | int _resID = 7000;
|