| | |
| | | {
|
| | | godBeastBagClass.LV = 0;
|
| | | godBeastBagClass.Proficiency = 0;
|
| | | |
| | |
|
| | | }
|
| | | else
|
| | | {
|
| | | godBeastBagClass.LV = IudetDogzEquipPlus[0];
|
| | | godBeastBagClass.Proficiency = IudetDogzEquipPlus[1];
|
| | | }
|
| | | |
| | |
|
| | | GodBeastBagList.Add(godBeastBagClass);
|
| | | }
|
| | | GodBeastBagList.Sort(Compare);
|
| | |
| | | AbsorptionDic.Clear();
|
| | | for (int i = 0; i < GodBeastBagList.Count; i++)
|
| | | {
|
| | | if (Quality > 0)//只有水晶
|
| | | if (Quality <= 0)//只有水晶
|
| | | {
|
| | | if (GodBeastBagList[i].IsEquipment != 0)
|
| | | {
|
| | |
| | | }
|
| | | else
|
| | | {
|
| | | if (Quality < 10 && (GodBeastBagList[i].IsEquipment == 1 || GodBeastBagList[i].Color > Quality))//过滤掉只剩所选品质装备
|
| | | if (Quality < 10 && GodBeastBagList[i].IsEquipment != 1 && GodBeastBagList[i].Color > Quality)//过滤掉只剩所选品质装备
|
| | | {
|
| | | int type = i;
|
| | | DeleteIndexList.Add(type);
|
| | | }
|
| | | }
|
| | | }
|
| | | for (int j = 0; j < DeleteIndexList.Count; j++)
|
| | | for (int j = DeleteIndexList.Count; j > 0; j--)
|
| | | {
|
| | | GodBeastBagList.RemoveAt(DeleteIndexList[j]);
|
| | | int Inedex = DeleteIndexList[j - 1];
|
| | | if (Inedex <= GodBeastBagList.Count - 1)
|
| | | {
|
| | | GodBeastBagList.RemoveAt(Inedex);
|
| | | }
|
| | | }
|
| | | if (m_ToggleAll.isOn)
|
| | | {
|
| | |
| | | {
|
| | | GodBeastChildNodes.ChoosenImg.SetActive(true);
|
| | | }
|
| | | GodBeastChildNodes.GetGodBeastIndex(godBeastBagClass.Index);
|
| | | GodBeastChildNodes.ButtonDown.AddListener(() =>
|
| | | {
|
| | | if (AbsorptionDic.ContainsKey(godBeastBagClass.Index))
|
| | |
| | | }
|
| | | else
|
| | | {
|
| | | AbsorptionDic.Add(godBeastBagClass.Index,1);
|
| | | AbsorptionDic.Add(godBeastBagClass.Index, 1);
|
| | | }
|
| | | m_ScrollerController.m_Scorller.RefreshActiveCellViews();//刷新可见
|
| | | if (AbsorbEvent != null)
|
| | |
| | | AbsorbEvent(AbsorptionDic);
|
| | | }
|
| | | });
|
| | | |
| | | }
|
| | | }
|
| | | } |