少年修仙传客户端代码仓库
client_Zxw
2019-03-12 ff5252e18dab969a006a33469b1ed8b1d66444ef
3335 强化
10个文件已修改
2638 ■■■■ 已修改文件
Core/GameEngine/Model/Config/ItemPlusConfig.cs 60 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/TelPartialConfig/tagItemPlusConfig.cs 34 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Lua/Gen/ItemPlusConfigWrap.cs 45 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/EquipGem/EquipStrengthRein.cs 98 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/EquipGem/EquipStrengthWin.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/KnapSack/Logic/ItemTipsModel.cs 68 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/MainInterfacePanel/PlayerMainDate.cs 11 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Strengthening/EquipReinforceWin.cs 51 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Strengthening/StrengthenModel.cs 36 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Strengthening/StrengtheningSripts.cs 2234 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Config/ItemPlusConfig.cs
@@ -1,6 +1,6 @@
//--------------------------------------------------------
//    [Author]:           Fish
//    [  Date ]:           Thursday, February 14, 2019
//    [  Date ]:           Tuesday, March 12, 2019
//--------------------------------------------------------
using System.Collections.Generic;
@@ -13,14 +13,14 @@
public partial class ItemPlusConfig
{
    public readonly int id;
    public readonly int type;
    public readonly int level;
    public readonly string attType;
    public readonly string attValue;
    public readonly int costCount;
    public readonly int getExp;
    public readonly int upExpNeed;
    public readonly int id;
    public readonly int type;
    public readonly int level;
    public readonly int[] attType;
    public readonly int[] attValue;
    public readonly int costCount;
    public readonly int getExp;
    public readonly int upExpNeed;
    public readonly int upExpTotal;
    public ItemPlusConfig()
@@ -33,22 +33,32 @@
        {
            var tables = input.Split('\t');
            int.TryParse(tables[0],out id);
            int.TryParse(tables[1],out type);
            int.TryParse(tables[2],out level);
            attType = tables[3];
            attValue = tables[4];
            int.TryParse(tables[5],out costCount);
            int.TryParse(tables[6],out getExp);
            int.TryParse(tables[7],out upExpNeed);
            int.TryParse(tables[0],out id);
            int.TryParse(tables[1],out type);
            int.TryParse(tables[2],out level);
            string[] attTypeStringArray = tables[3].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
            attType = new int[attTypeStringArray.Length];
            for (int i=0;i<attTypeStringArray.Length;i++)
            {
                 int.TryParse(attTypeStringArray[i],out attType[i]);
            }
            string[] attValueStringArray = tables[4].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
            attValue = new int[attValueStringArray.Length];
            for (int i=0;i<attValueStringArray.Length;i++)
            {
                 int.TryParse(attValueStringArray[i],out attValue[i]);
            }
            int.TryParse(tables[5],out costCount);
            int.TryParse(tables[6],out getExp);
            int.TryParse(tables[7],out upExpNeed);
            int.TryParse(tables[8],out upExpTotal); 
        }
        catch (Exception ex)
Core/GameEngine/Model/TelPartialConfig/tagItemPlusConfig.cs
@@ -4,43 +4,17 @@
public partial class ItemPlusConfig : IConfigPostProcess
{
    private static Dictionary<string, ItemPlusData> t_ItemP = new Dictionary<string, ItemPlusData>();
    private static Dictionary<string, ItemPlusConfig> ItemPlus = new Dictionary<string, ItemPlusConfig>();
    public void OnConfigParseCompleted()
    {
        ItemPlusData plusData = new ItemPlusData();
        plusData.guid = StringUtility.Contact(type, level);
        plusData.plusConfig = this;
        plusData.attrIds = ConfigParse.GetMultipleStr<int>(attType);
        plusData.attrValues = ConfigParse.GetMultipleStr<int>(attValue);
        t_ItemP.Add(plusData.guid, plusData);
        ItemPlus.Add(StringUtility.Contact(type, level).ToString(), this);
    }
    public static ItemPlusConfig GetTypeAndGrade(int _type, int _level)
    public static ItemPlusConfig GetTypeAndLevel(int type, int level)
    {
        ItemPlusConfig itemPlus = null;
        string key = StringUtility.Contact(_type, _level);
        if (t_ItemP.ContainsKey(key))
        {
            itemPlus = t_ItemP[key].plusConfig;
        }
        ItemPlus.TryGetValue(StringUtility.Contact(type, level).ToString(), out itemPlus);
        return itemPlus;
    }
    public static ItemPlusData GetItemPlusData(int _type, int _level)
    {
        ItemPlusData itemPlus = null;
        string key = StringUtility.Contact(_type, _level);
        t_ItemP.TryGetValue(key, out itemPlus);
        return itemPlus;
    }
    public class ItemPlusData
    {
        public string guid;
        public ItemPlusConfig plusConfig;
        public int[] attrIds;
        public int[] attrValues;
    }
}
Lua/Gen/ItemPlusConfigWrap.cs
@@ -41,14 +41,13 @@
            Utils.EndObjectRegister(type, L, translator, null, null,
                null, null, null);
            Utils.BeginClassRegister(type, L, __CreateInstance, 8, 1, 0);
            Utils.BeginClassRegister(type, L, __CreateInstance, 7, 1, 0);
            Utils.RegisterFunc(L, Utils.CLS_IDX, "Get", _m_Get_xlua_st_);
            Utils.RegisterFunc(L, Utils.CLS_IDX, "GetKeys", _m_GetKeys_xlua_st_);
            Utils.RegisterFunc(L, Utils.CLS_IDX, "GetValues", _m_GetValues_xlua_st_);
            Utils.RegisterFunc(L, Utils.CLS_IDX, "Has", _m_Has_xlua_st_);
            Utils.RegisterFunc(L, Utils.CLS_IDX, "Init", _m_Init_xlua_st_);
            Utils.RegisterFunc(L, Utils.CLS_IDX, "GetTypeAndGrade", _m_GetTypeAndGrade_xlua_st_);
            Utils.RegisterFunc(L, Utils.CLS_IDX, "GetItemPlusData", _m_GetItemPlusData_xlua_st_);
            Utils.RegisterFunc(L, Utils.CLS_IDX, "GetTypeAndLevel", _m_GetTypeAndLevel_xlua_st_);
            
            
            
@@ -297,7 +296,7 @@
        }
        
        [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
        static int _m_GetTypeAndGrade_xlua_st_(RealStatePtr L)
        static int _m_GetTypeAndLevel_xlua_st_(RealStatePtr L)
        {
            try {
            
@@ -307,38 +306,10 @@
            
                
                {
                    int __type = LuaAPI.xlua_tointeger(L, 1);
                    int __level = LuaAPI.xlua_tointeger(L, 2);
                    int _type = LuaAPI.xlua_tointeger(L, 1);
                    int _level = LuaAPI.xlua_tointeger(L, 2);
                    
                        ItemPlusConfig gen_ret = ItemPlusConfig.GetTypeAndGrade( __type, __level );
                        translator.Push(L, gen_ret);
                    return 1;
                }
            } catch(System.Exception gen_e) {
                return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
            }
        }
        [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
        static int _m_GetItemPlusData_xlua_st_(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
                {
                    int __type = LuaAPI.xlua_tointeger(L, 1);
                    int __level = LuaAPI.xlua_tointeger(L, 2);
                        ItemPlusConfig.ItemPlusData gen_ret = ItemPlusConfig.GetItemPlusData( __type, __level );
                        ItemPlusConfig gen_ret = ItemPlusConfig.GetTypeAndLevel( _type, _level );
                        translator.Push(L, gen_ret);
                    
                    
@@ -416,7 +387,7 @@
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
            
                ItemPlusConfig gen_to_be_invoked = (ItemPlusConfig)translator.FastGetCSObj(L, 1);
                LuaAPI.lua_pushstring(L, gen_to_be_invoked.attType);
                translator.Push(L, gen_to_be_invoked.attType);
            } catch(System.Exception gen_e) {
                return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
            }
@@ -430,7 +401,7 @@
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
            
                ItemPlusConfig gen_to_be_invoked = (ItemPlusConfig)translator.FastGetCSObj(L, 1);
                LuaAPI.lua_pushstring(L, gen_to_be_invoked.attValue);
                translator.Push(L, gen_to_be_invoked.attValue);
            } catch(System.Exception gen_e) {
                return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
            }
System/EquipGem/EquipStrengthRein.cs
@@ -5,12 +5,100 @@
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System;
namespace Snxxz.UI
{
namespace Snxxz.UI {
    public class EquipStrengthRein:MonoBehaviour {
    public class EquipStrengthRein : MonoBehaviour
    {
        [SerializeField] ItemCell m_ItemMoney;
        [SerializeField] ItemCell m_ItemEquip;
        [SerializeField] IntensifySmoothSlider m_Slider;
        [SerializeField] Text NeedMoney;
        [SerializeField] Text m_AttributesText1;
        [SerializeField] Text m_AttributesText2;
        [SerializeField] Text m_AttributesText3;
        [SerializeField] Text m_SliderText;
        PackModel packModel { get { return ModelCenter.Instance.GetModel<PackModel>(); } }
        EquipStrengthModel strengthModel { get { return ModelCenter.Instance.GetModel<EquipStrengthModel>(); } }
        public void SetEquipStrengthRein(string equipGuid,int level,int equipPlace)
        {
            //ItemLogicUtility.Instance.OnChangeCoinsUnit(UIHelper.GetMoneyCnt(3));
            int equipIndex = level * 10 + equipPlace;
            int equipLv = 0;
            EquipStrengthClass equipStrength=new EquipStrengthClass();
            if (strengthModel.EquipStrengthDic.ContainsKey(equipIndex))//获取当前强化等级
            {
                equipLv = strengthModel.EquipStrengthDic[equipIndex].EquipPartStarLV;
                equipStrength = strengthModel.EquipStrengthDic[equipIndex];
            }
            var itemPlus = strengthModel.GetEquipConfig(level, equipPlace);
            if (itemPlus == null)
            {
                DebugEx.LogError("没有索引到对应的强化表数据");
                return;
            }
            var item = packModel.GetItemByGuid(equipGuid);
            if (item != null)
            {
                m_ItemEquip.Init(item);
            }
            ItemCellModel cellModel = new ItemCellModel(2100, true, (ulong)1, 0);
            m_ItemMoney.Init(cellModel);
            var equipLvNowList = strengthModel.GetEquipValueList(level, equipPlace);
            var equipAddLvList = strengthModel.GetEquipValueList(level, equipPlace,1);
            m_AttributesText1.gameObject.SetActive(false);
            m_AttributesText2.gameObject.SetActive(false);
            m_AttributesText3.gameObject.SetActive(false);
            for (int i = 0; i < 3; i++)
            {
                if (i < equipLvNowList.Count)
                {
                    int type = i;
                    var _equipLv = equipLvNowList[type];
                    var _equipAddLv = equipAddLvList[type];
                    switch (type)
                    {
                        case 0:
                            m_AttributesText1.gameObject.SetActive(true);
                            Text addText = m_AttributesText1.transform.Find("Number").GetComponent<Text>();
                            m_AttributesText1.text = _equipLv.StrName + ":" + _equipLv.AttValue;
                            addText.text = "+" + (_equipAddLv.AttValue - _equipAddLv.AttValue);
                            break;
                        case 1:
                            m_AttributesText2.gameObject.SetActive(true);
                            Text addText1 = m_AttributesText2.transform.Find("Number").GetComponent<Text>();
                            m_AttributesText2.text = _equipLv.StrName + ":" + _equipLv.AttValue;
                            addText1.text = "+" + (_equipAddLv.AttValue - _equipAddLv.AttValue);
                            break;
                        case 2:
                            m_AttributesText3.gameObject.SetActive(true);
                            Text addText2 = m_AttributesText3.transform.Find("Number").GetComponent<Text>();
                            m_AttributesText3.text = _equipLv.StrName + ":" + _equipLv.AttValue;
                            addText2.text = "+" + (_equipAddLv.AttValue - _equipAddLv.AttValue);
                            break;
                    }
                }
            }
            m_SliderText.text = equipStrength.Proficiency + "/" + itemPlus.upExpNeed;
            if (strengthModel.IsChangeBool)
            {
                strengthModel.IsChangeBool = false;
                m_Slider.delay = 0f;
                m_Slider.stage = equipLv;
                m_Slider.ResetStage();
                m_Slider.value = (float)Math.Round((double)equipStrength.Proficiency/ itemPlus.upExpNeed, 2, MidpointRounding.AwayFromZero);
            }
            else
            {
                m_Slider.delay = 0.2f;
                m_Slider.stage = equipLv;
                m_Slider.value = (float)Math.Round((double)equipStrength.Proficiency / itemPlus.upExpNeed, 2, MidpointRounding.AwayFromZero);
            }
        }
    }
System/EquipGem/EquipStrengthWin.cs
@@ -167,6 +167,7 @@
                else if (itemPlusMaxConfig.levelMax > equipLv)//可强化过
                {
                    m_EquipStrengthRein.gameObject.SetActive(true);
                    m_EquipStrengthRein.SetEquipStrengthRein(equipGuid, equipLevel, equipPlace);
                }
            }
            else
System/KnapSack/Logic/ItemTipsModel.cs
@@ -2240,28 +2240,28 @@
                {
                    int lv = strengthengmodel.StrengthenTheCeiling(index);
                    int type = strengthengmodel.GameDefineIndex(index);
                    var itemPlus = ItemPlusConfig.GetItemPlusData(type, lv);
                    if (itemPlus != null)
                    {
                        int[] attrIDs = itemPlus.attrIds;
                        int[] attrValues = itemPlus.attrValues;
                        for (int i = 0; i < attrIDs.Length; i++)
                        {
                            var attrId = attrIDs[i];
                            var attrValue = attrValues[i];
                            if (attrValue > 0)
                            {
                                if (!attrDict.ContainsKey(attrId))
                                {
                                    attrDict.Add(attrId, attrValue);
                                }
                                else
                                {
                                    attrDict[attrId] += attrValue;
                                }
                            }
                        }
                    }
                    //var itemPlus = ItemPlusConfig.GetItemPlusData(type, lv);
                    //if (itemPlus != null)
                    //{
                    //    int[] attrIDs = itemPlus.attrIds;
                    //    int[] attrValues = itemPlus.attrValues;
                    //    for (int i = 0; i < attrIDs.Length; i++)
                    //    {
                    //        var attrId = attrIDs[i];
                    //        var attrValue = attrValues[i];
                    //        if (attrValue > 0)
                    //        {
                    //            if (!attrDict.ContainsKey(attrId))
                    //            {
                    //                attrDict.Add(attrId, attrValue);
                    //            }
                    //            else
                    //            {
                    //                attrDict[attrId] += attrValue;
                    //            }
                    //        }
                    //    }
                    //}
                }
            }
            return attrDict;
@@ -2838,7 +2838,7 @@
        /// <summary>
        /// 设置强化数据
        /// </summary>
        private ItemPlusConfig.ItemPlusData itemPlus;
        //private ItemPlusConfig.ItemPlusData itemPlus;
        public int StrengthLV { get; private set; }
        public void SetStrengthData(int lv, int type)
        {
@@ -2847,17 +2847,17 @@
            if (lv <= 0) return;
            strengthDataDict = new Dictionary<int, int>();
            itemPlus = ItemPlusConfig.GetItemPlusData(type, lv);
            if (itemPlus != null)
            {
                int[] attrIDs = itemPlus.attrIds;
                int[] attrValues = itemPlus.attrValues;
                int i = 0;
                for (i = 0; i < attrIDs.Length; i++)
                {
                    strengthDataDict.Add(attrIDs[i], attrValues[i]);
                }
            }
            //itemPlus = ItemPlusConfig.GetItemPlusData(type, lv);
            //if (itemPlus != null)
            //{
            //    int[] attrIDs = itemPlus.attrIds;
            //    int[] attrValues = itemPlus.attrValues;
            //    int i = 0;
            //    for (i = 0; i < attrIDs.Length; i++)
            //    {
            //        strengthDataDict.Add(attrIDs[i], attrValues[i]);
            //    }
            //}
        }
        /// <summary>
System/MainInterfacePanel/PlayerMainDate.cs
@@ -256,7 +256,6 @@
        PlayerDatas.Instance.hero.OnPathFindStop -= OnFinishedPathFind;
        SDKUtility.Instance.OnBatteryLevelChanged -= OnBatteryChanged;//电量
        SDKUtility.Instance.OnNetworkStatusChanged -= OnNetStatusChanged;//无网络
        StrengtheningSripts.IsFightUp -= IsFightUp;//停止自动强化
        DeadModel.playerDieEvent -= playerDieEvent;
        playerPack.useItemSuccessEvent -= UseItemSuccessAct;
        PlayerDatas.Instance.playerDataRefreshEvent -= Updatefighting;
@@ -265,7 +264,6 @@
        PlayerDatas.Instance.hero.OnPathFindStop += OnFinishedPathFind;
        SDKUtility.Instance.OnBatteryLevelChanged += OnBatteryChanged;//电量
        SDKUtility.Instance.OnNetworkStatusChanged += OnNetStatusChanged;//无网络
        StrengtheningSripts.IsFightUp += IsFightUp;//停止自动强化
        DeadModel.playerDieEvent += playerDieEvent;//获取玩家死亡状态
        playerPack.useItemSuccessEvent += UseItemSuccessAct;
        PlayerDatas.Instance.playerDataRefreshEvent += Updatefighting;
@@ -409,15 +407,6 @@
                prowNum = power;
            }
        }
    }
    private void IsFightUp()//存储自动强化中间的值
    {
        if (StrengthegingAddFight > 0)
        {
            SnxxzGame.Instance.StartCoroutine(LoadingIE());
        }
    }
    IEnumerator LoadingIE()
System/Strengthening/EquipReinforceWin.cs
@@ -15,15 +15,15 @@
        private StrengthenModel strengtheng { get { return M_Strengtheng ?? (M_Strengtheng = ModelCenter.Instance.GetModel<StrengthenModel>()); } }
        private Button _closeBtn;
        private StrengtheningSripts _strengtheningPanel;
        public StrengtheningSripts StrengthenPnl {
            get {
                if (_strengtheningPanel == null)
                    _strengtheningPanel = transform.Find("CommonPanel/StrengtheningPanel").GetComponent<StrengtheningSripts>();
                return _strengtheningPanel;
        //private StrengtheningSripts _strengtheningPanel;
        //public StrengtheningSripts StrengthenPnl {
        //    get {
        //        if (_strengtheningPanel == null)
        //            _strengtheningPanel = transform.Find("CommonPanel/StrengtheningPanel").GetComponent<StrengtheningSripts>();
        //        return _strengtheningPanel;
            }
        }
        //    }
        //}
        private Button _prePageBtn;
        private Button _nextPageBtn;
@@ -73,7 +73,7 @@
        protected override void OnPreOpen()
        {
            StrengthenPnl.gameObject.SetActive(false);
            //StrengthenPnl.gameObject.SetActive(false);
            _InlaidGemPanel.gameObject.SetActive(false);
            _wingsRefinePanel.SetActive(false);
@@ -139,10 +139,10 @@
        private void OnClickItemWashTitle()
        {
            if (StrengthenPnl.gameObject.activeSelf)
            {
                StrengthenPnl.gameObject.SetActive(false);
            }
            //if (StrengthenPnl.gameObject.activeSelf)
            //{
            //    StrengthenPnl.gameObject.SetActive(false);
            //}
            _InlaidGemPanel.gameObject.SetActive(false);
            _wingsRefinePanel.SetActive(false);
@@ -151,10 +151,10 @@
        private void OnClickEquipSuit()
        {
            if (StrengthenPnl.gameObject.activeSelf)
            {
                StrengthenPnl.gameObject.SetActive(false);
            }
            //if (StrengthenPnl.gameObject.activeSelf)
            //{
            //    StrengthenPnl.gameObject.SetActive(false);
            //}
            _InlaidGemPanel.gameObject.SetActive(false);
            _wingsRefinePanel.SetActive(false);
            functionOrder = _equipSuitTitle.order;
@@ -162,10 +162,10 @@
        private void OnClickWingsRefine()
        {
            if (StrengthenPnl.gameObject.activeSelf)
            {
                StrengthenPnl.gameObject.SetActive(false);
            }
            //if (StrengthenPnl.gameObject.activeSelf)
            //{
            //    StrengthenPnl.gameObject.SetActive(false);
            //}
            _InlaidGemPanel.gameObject.SetActive(false);
            _wingsRefinePanel.SetActive(true);
            model.redPointStre.state = RedPointState.None;
@@ -174,10 +174,10 @@
        private void OnClickInlayTitle()
        {
            if (StrengthenPnl.gameObject.activeSelf)
            {
                StrengthenPnl.gameObject.SetActive(false);
            }
            //if (StrengthenPnl.gameObject.activeSelf)
            //{
            //    StrengthenPnl.gameObject.SetActive(false);
            //}
            _InlaidGemPanel.gameObject.SetActive(true);
            _wingsRefinePanel.SetActive(false);
            functionOrder = _inlayTitle.order;
@@ -185,7 +185,6 @@
        private void OnClickStrengthTitle()
        {
            StrengthenPnl.gameObject.SetActive(true);
            _InlaidGemPanel.gameObject.SetActive(false);
            _wingsRefinePanel.SetActive(false);
            functionOrder = _strengthTitle.order;
System/Strengthening/StrengthenModel.cs
@@ -149,24 +149,24 @@
    }
    public void MoneyRequired(int EquippedWith, int EquipmentLevel)//获取最高阶所需的钱数
    {
        int Type = GameDefineIndex(EquippedWith);
        ItemPlusConfig _tagItemPlue = ItemPlusConfig.GetTypeAndGrade(Type, EquipmentLevel);
        if (_tagItemPlue == null)
        {
            return;
        }
        if (DicEquip.ContainsKey(EquippedWith))
        {
            DicEquip[EquippedWith].CurrentLevel = EquipmentLevel;
            DicEquip[EquippedWith].Money = _tagItemPlue.costCount;
        }
        else
        {
            EquipRedDot _EquipRedDot = new EquipRedDot();
            _EquipRedDot.CurrentLevel = EquipmentLevel;
            _EquipRedDot.Money = _tagItemPlue.costCount;
            DicEquip.Add(EquippedWith, _EquipRedDot);
        }
        //int Type = GameDefineIndex(EquippedWith);
        ////ItemPlusConfig _tagItemPlue = ItemPlusConfig.GetTypeAndGrade(Type, EquipmentLevel);
        //if (_tagItemPlue == null)
        //{
        //    return;
        //}
        //if (DicEquip.ContainsKey(EquippedWith))
        //{
        //    DicEquip[EquippedWith].CurrentLevel = EquipmentLevel;
        //    DicEquip[EquippedWith].Money = _tagItemPlue.costCount;
        //}
        //else
        //{
        //    EquipRedDot _EquipRedDot = new EquipRedDot();
        //    _EquipRedDot.CurrentLevel = EquipmentLevel;
        //    _EquipRedDot.Money = _tagItemPlue.costCount;
        //    DicEquip.Add(EquippedWith, _EquipRedDot);
        //}
        MoneyData();
    }
    public void MoneyData()//获取金钱数据
System/Strengthening/StrengtheningSripts.cs
@@ -1,1238 +1,1238 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
////using System.Collections;
////using System.Collections.Generic;
////using UnityEngine;
////using UnityEngine.UI;
using System;
using Snxxz.UI;
////using System;
////using Snxxz.UI;
//强化界面面板
public class StrengtheningSripts : MonoBehaviour
{
//////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;
////    [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 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 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 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 _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 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
////    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>()); } }
////    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>()); } }
////    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>()); } }
    TaskModel m_PlayerTask;
////    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>()); } }
////    TaskModel m_PlayerTask;
    public static Action IsFightUp;
////    public static Action IsFightUp;
    [SerializeField] UIEffect _UIEffect1A;
    [SerializeField] UIEffect _UIEffect1B;
    [SerializeField] UIEffect _UIEffect1C;
    [SerializeField] UIEffect _UIEffect1D;
////    [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
////    [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()
    {
////    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");
////        #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>();
////        _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>();
////        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;
////        _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>();
////        _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>();
////        _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
////        _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"));
    }
////        _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;
    }
////    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.allCopper;
        StrengthenModel.Event_Ha3b3 += EquipPartStar;//刷新服务器关于装备信息
        PlayerDatas.Instance.playerDataRefreshEvent += RefreshMoney;//金钱的刷新
        Initialize();
        WindowCenter.Instance.windowBeforeCloseEvent += windowBeforeCloseEvent;
    }
////    private void OnEnable()
////    {
////        IsGuide = NewBieCenter.Instance.inGuiding && NewBieCenter.Instance.currentGuide == 10;
////        _effects = true;
////        _open = true;
////        _money = PlayerDatas.Instance.baseData.allCopper;
////        StrengthenModel.Event_Ha3b3 += EquipPartStar;//刷新服务器关于装备信息
////        PlayerDatas.Instance.playerDataRefreshEvent += 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;
            }
        }
    }
////    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
    }
////    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;
                    }
////    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);
////        _stopBtn.gameObject.SetActive(false);
    }
////    }
    void MoneyButton()//金币按钮弹框
    {
////    void MoneyButton()//金币按钮弹框
////    {
        GetItemPath.SetChinItemModel(2100);
    }
////        GetItemPath.SetChinItemModel(2100);
////    }
    #region Toggle按钮的点击事件
    void WeaponPlateT(bool _bool)
    {
        EventResponse(_bool, 1);
    }
////    #region Toggle按钮的点击事件
////    void WeaponPlateT(bool _bool)
////    {
////        EventResponse(_bool, 1);
////    }
    void DeputyPlateT(bool _bool)
    {
        EventResponse(_bool, 2);
    }
////    void DeputyPlateT(bool _bool)
////    {
////        EventResponse(_bool, 2);
////    }
    void ChestPlateT(bool _bool)
    {
        EventResponse(_bool, 4);
    }
////    void ChestPlateT(bool _bool)
////    {
////        EventResponse(_bool, 4);
////    }
    void HelmetPlateT(bool _bool)
    {
        EventResponse(_bool, 3);
    }
////    void HelmetPlateT(bool _bool)
////    {
////        EventResponse(_bool, 3);
////    }
    void NecklacePlateT(bool _bool)
    {
        EventResponse(_bool, 8);
    }
////    void NecklacePlateT(bool _bool)
////    {
////        EventResponse(_bool, 8);
////    }
    void BeltPlateT(bool _bool)
    {
        EventResponse(_bool, 5);
    }
////    void BeltPlateT(bool _bool)
////    {
////        EventResponse(_bool, 5);
////    }
    void ShinPadsT(bool _bool)
    {
        EventResponse(_bool, 6);
    }
////    void ShinPadsT(bool _bool)
////    {
////        EventResponse(_bool, 6);
////    }
    void BootsPlateT(bool _bool)
    {
        EventResponse(_bool, 7);
    }
////    void BootsPlateT(bool _bool)
////    {
////        EventResponse(_bool, 7);
////    }
    void FairyPlate1T(bool _bool)
    {
        EventResponse(_bool, 9);
    }
////    void FairyPlate1T(bool _bool)
////    {
////        EventResponse(_bool, 9);
////    }
    void FairyPlate2T(bool _bool)
    {
        EventResponse(_bool, 10);
    }
    #endregion
////    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 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 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 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
        }
////    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);
////    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;
    }
////            }
////            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 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;
    }
////    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;
            }
////    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
            }
        }
    }
////            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
    {
////    void DynamicAssignment()//动态赋值名称
////    {
        for (int i = 1; i <= _locationSort.Length; i++)
        {
////        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
                {
////            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);
                }
            }
        }
    }
////                    _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
////    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;
        }
////    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;
    }
////        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)
        {
////    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);
////            _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());
////    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);
        }
////        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);
////        _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();
////        _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);
////        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> _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;
    }
////    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;
        }
    }
////    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 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 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 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 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(PlayerDataType _tCDBPlayerRefresh)
    {
////    void RefreshMoney(PlayerDataType _tCDBPlayerRefresh)
////    {
        switch (_tCDBPlayerRefresh)
        {
            case PlayerDataType.Silver:
                _money = PlayerDatas.Instance.baseData.allCopper;
                _moneyText.text = MoneyContrast(_money);
                m_Money_text.text = ItemLogicUtility.Instance.OnChangeCoinsUnit(UIHelper.GetMoneyCnt(3));
                break;
            default:
                break;
        }
    }
////        switch (_tCDBPlayerRefresh)
////        {
////            case PlayerDataType.Silver:
////                _money = PlayerDatas.Instance.baseData.allCopper;
////                _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;
        }
    }
////    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;
        }
    }
////    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);
        }
    }
////    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;
////    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:
////        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 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 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;
        }
    }
////                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;
    }
////    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;
        }
    }
////    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.playerDataRefreshEvent -= 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;
            }
////    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.playerDataRefreshEvent -= 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;
        }
    }
////            if (strengthengmodel.LevelAstrictBool)
////            {
////                strengthengmodel.LevelAstrictBool = false;
////            }
////            strengthengmodel.equipmentA = 0;
////        }
////    }
}
////}