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										 |  |  | /* | 
					
						
							|  |  |  | 文件名:Equipment.nut | 
					
						
							|  |  |  | 路径:User/Asset/Item/Equipment.nut | 
					
						
							|  |  |  | 创建日期:2024-12-12	19:03 | 
					
						
							|  |  |  | 文件用途: | 
					
						
							|  |  |  | */ | 
					
						
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										 |  |  | //装备信息标签类(信息类) | 
					
						
							|  |  |  | if (!GameItem.rawin("EquipmentInfoTag")) GameItem.EquipmentInfoTag <- null; | 
					
						
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										 |  |  | //装备信息窗口 | 
					
						
							|  |  |  | class GameItem.EquipmentInfo extends Yosin_Window { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     //装备 | 
					
						
							|  |  |  |     Equipment = null; | 
					
						
							|  |  |  |     //画布 | 
					
						
							|  |  |  |     Canvas = null; | 
					
						
							|  |  |  |     //稀有度边框颜色对应Idx表 | 
					
						
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										 |  |  |     //白装 蓝装 紫装 粉装 金装 红装 橙装 | 
					
						
							|  |  |  |     RarityFrameColorIdx = [0, 1, 2, 4, 6, 3, 5]; | 
					
						
							|  |  |  |     //稀有度对应名称 | 
					
						
							|  |  |  |     RarityNameTag = ["普通", "高级", "稀有", "神器", "史诗", "勇者", "传说"]; | 
					
						
							|  |  |  |     //稀有度对应颜色 | 
					
						
							|  |  |  |     RarityColor = [0xffffffff, 0xff68d5ed, 0xffb36bff, 0xffff00f0, 0xffffb100, 0xffff6666, 0xffff5500]; | 
					
						
							|  |  |  |     //品级对应的文字显示 | 
					
						
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										 |  |  |     PercentageText = ["最下级", "下级", "中级", "上级", "最上级"]; | 
					
						
							|  |  |  |     // 定义每个品级对应的数值范围边界 | 
					
						
							|  |  |  |     PercentageRangeBoundaries = [20, 40, 60, 80]; | 
					
						
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										 |  |  |     //交易类型对应的文字显示 | 
					
						
							|  |  |  |     TradeTypeText = ["自由交易", "不可交易", "封装", "账号绑定"]; | 
					
						
							|  |  |  |     //交易类型对应的文字颜色 | 
					
						
							|  |  |  |     TradeTypeColor = [0xffffffff, 0xffbb3332, 0xff4ba157, 0xffff5500]; | 
					
						
							|  |  |  |     //装备类型描述 | 
					
						
							|  |  |  |     GroupNameTag = ["武器", "防具", "饰品", "光环"]; | 
					
						
							|  |  |  | 
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										 |  |  | 
 | 
					
						
							|  |  |  |     constructor(Equipment) { | 
					
						
							|  |  |  |         this.Equipment = Equipment.weakref(); | 
					
						
							|  |  |  |         base.constructor(clock() + "EquipmentInfo" + Equipment.Idx, 0, 0, 0, 0, 0); | 
					
						
							|  |  |  | 
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										 |  |  |         local background = Yosin_NineBoxStretch(0, 0, 208, 600, "sprite/interface/lenheartwindowcommon.img", 213); | 
					
						
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										 |  |  |         AddUIChild(background); | 
					
						
							|  |  |  |         //210 | 
					
						
							|  |  |  |         Init(); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     function Init() { | 
					
						
							|  |  |  |         Canvas = CL_CanvasObject(); | 
					
						
							|  |  |  |         Canvas.ResizeAndClear(210, 600); | 
					
						
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										 |  |  |         Canvas.SetFillBrush(sq_RGBA(59, 56, 57, 250)); | 
					
						
							|  |  |  |         Canvas.SetStrokeBrush(sq_RGBA(59, 56, 57, 250)); | 
					
						
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										 |  |  |         Canvas.BeginDraw(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         //构造图标 及图标边框 | 
					
						
							|  |  |  |         if (Equipment.Icon) { | 
					
						
							|  |  |  |             local Icon = CL_SpriteFrameObject(Equipment.Icon.path, Equipment.Icon.index); | 
					
						
							|  |  |  |             Canvas.DrawSpriteFrame(Icon, 7, 7); | 
					
						
							|  |  |  | 
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										 |  |  |             local IconFrame = CL_SpriteFrameObject("sprite/item/iconmark.img", 62 + RarityFrameColorIdx[Equipment.Rarity]); | 
					
						
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										 |  |  |             Canvas.DrawSpriteFrame(IconFrame, 7, 7); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         //绘制装备名称 | 
					
						
							|  |  |  |         if (Equipment.Name.len() > 0) { | 
					
						
							|  |  |  |             local EquName = FontAssetManager.GenerateNormal(Equipment.Name, true, { | 
					
						
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										 |  |  |                 color = RarityColor[Equipment.Rarity] | 
					
						
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										 |  |  |             }); | 
					
						
							|  |  |  |             Canvas.DrawActor(EquName, 41, 7); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  |         //绘制分割线 | 
					
						
							|  |  |  |         Canvas.DrawLine(3, 37, 207, 38); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         //绘制品级 //TODO 现在默认100 | 
					
						
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										 |  |  |         local Percentage = 94; | 
					
						
							|  |  |  |         //品级文字 | 
					
						
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										 |  |  |         local PercentageGradeText = FontAssetManager.GenerateNormal(GetPercentageText(Percentage), true, { | 
					
						
							|  |  |  |             color = sq_RGBA(255, 240, 0, 255) | 
					
						
							|  |  |  |         }); | 
					
						
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										 |  |  |         //百分比UI | 
					
						
							|  |  |  |         local PercentageUI = CL_SpriteFrameObject("sprite/interface/lenheartwindowcommon.img", 633); | 
					
						
							|  |  |  |         Canvas.DrawSpriteFrame(PercentageUI, 48, 49, PercentageUI.GetSize().w * (Percentage.tofloat() / 100.0)); | 
					
						
							|  |  |  |         local PercentageUIBG = CL_SpriteFrameObject("sprite/interface/lenheartwindowcommon.img", 632); | 
					
						
							|  |  |  |         Canvas.DrawSpriteFrame(PercentageUIBG, 47, 48); | 
					
						
							|  |  |  |         //百分比文字 | 
					
						
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										 |  |  |         local PercentageText = FontAssetManager.GenerateNormal(format("(%d%%)", Percentage), true, { | 
					
						
							|  |  |  |             color = sq_RGBA(161, 131, 74, 255) | 
					
						
							|  |  |  |         }); | 
					
						
							|  |  |  |         Canvas.DrawActor(PercentageGradeText, 6, 41); | 
					
						
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										 |  |  |         Canvas.DrawActor(PercentageText, 130, 41); | 
					
						
							|  |  |  |         //绘制稀有度名称 | 
					
						
							|  |  |  |         local RarityTagName = FontAssetManager.GenerateNormal(RarityNameTag[Equipment.Rarity], true, { | 
					
						
							|  |  |  |             color = RarityColor[Equipment.Rarity] | 
					
						
							|  |  |  |         }); | 
					
						
							|  |  |  |         Canvas.DrawActor(RarityTagName, 210 - RarityTagName.GetSize().w - 6, 41); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         //绘制重量 | 
					
						
							|  |  |  |         local WeightText = FontAssetManager.GenerateNormal((Equipment.Weight.tofloat() / 1000.0) + "kg", true, { | 
					
						
							|  |  |  |             color = sq_RGBA(161, 131, 74, 255) | 
					
						
							|  |  |  |         }); | 
					
						
							|  |  |  |         Canvas.DrawActor(WeightText, 6, 57); | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  |         //绘制最低多少级可以使用 | 
					
						
							|  |  |  |         local MinUseLevelText = FontAssetManager.GenerateNormal(Equipment.Minimum_level + "级以上可以使用", true, { | 
					
						
							|  |  |  |             color = sq_RGBA(161, 131, 74, 255) | 
					
						
							|  |  |  |         }); | 
					
						
							|  |  |  |         Canvas.DrawActor(MinUseLevelText, 210 - MinUseLevelText.GetSize().w - 6, 57); | 
					
						
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 | 
					
						
							|  |  |  |         //绘制是否封装 如果有主体属性读取 否则一律为封装 | 
					
						
							|  |  |  |         local IsPackage = Equipment.Property ? Equipment.Property.IsPackage : 0; | 
					
						
							|  |  |  |         local IsPackageText = FontAssetManager.GenerateNormal(TradeTypeText[IsPackage], true, { | 
					
						
							|  |  |  |             color = TradeTypeColor[IsPackage] | 
					
						
							|  |  |  |         }); | 
					
						
							|  |  |  |         Canvas.DrawActor(IsPackageText, 210 - IsPackageText.GetSize().w - 6, 73); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         //绘制装备类型 | 
					
						
							|  |  |  |         local GroupNameText = FontAssetManager.GenerateNormal(GameItem.EquipmentInfoTag.item_group_name_table[Equipment.GroupName], true, { | 
					
						
							|  |  |  |             color = sq_RGBA(194, 161, 56, 255) | 
					
						
							|  |  |  |         }); | 
					
						
							|  |  |  |         Canvas.DrawActor(GroupNameText, 210 - GroupNameText.GetSize().w - 6, 89); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         //绘制售价 | 
					
						
							|  |  |  |         local RealSellPrice = (Equipment.SellPrice == -1 ? (Equipment.Price == -1 ? 0 : Equipment.Price) : Equipment.SellPrice) / 5; | 
					
						
							|  |  |  |         local SellPriceText = FontAssetManager.GenerateNormal(RealSellPrice + "金币", true, { | 
					
						
							|  |  |  |             color = sq_RGBA(133, 121, 78, 255) | 
					
						
							|  |  |  |         }); | 
					
						
							|  |  |  |         Canvas.DrawActor(SellPriceText, 210 - SellPriceText.GetSize().w - 6, 105); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         //绘制耐久度 | 
					
						
							|  |  |  |         local DurabilityText = FontAssetManager.GenerateNormal("耐久度 " + (Equipment.Property ? Equipment.Property.Durability : Equipment.Durability) + "/" + Equipment.Durability, true, { | 
					
						
							|  |  |  |             color = sq_RGBA(133, 121, 80, 255) | 
					
						
							|  |  |  |         }); | 
					
						
							|  |  |  |         Canvas.DrawActor(DurabilityText, 6, 121); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         //绘制分割线 | 
					
						
							|  |  |  |         Canvas.DrawLine(3, 139, 207, 139); | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  |         Canvas.EndDraw(); | 
					
						
							|  |  |  |         Addchild(Canvas); | 
					
						
							|  |  |  |     } | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     // 根据数值获取对应的品级文字 | 
					
						
							|  |  |  |     function GetPercentageText(num) { | 
					
						
							|  |  |  |         if (num< PercentageRangeBoundaries[0]) { | 
					
						
							|  |  |  |             return PercentageText[0]; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |         for (local i = 0; i< PercentageRangeBoundaries.len(); i++) { | 
					
						
							|  |  |  |             if (num <= PercentageRangeBoundaries[i]) { | 
					
						
							|  |  |  |                 return PercentageText[i + 1]; | 
					
						
							|  |  |  |             } | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |         return PercentageText.top(); | 
					
						
							|  |  |  |     } | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | 
 | 
					
						
							|  |  |  | if (!getroottable().rawin("chongzaiflag")) { | 
					
						
							|  |  |  |     getroottable()["chongzaiflag"] <- true; | 
					
						
							|  |  |  | } else { | 
					
						
							|  |  |  |     //遍历窗口队列 如果可见则调用Show | 
					
						
							|  |  |  |     for (local i = 0; i< _SYS_WINDOW_LIST_.len(); i++) { | 
					
						
							|  |  |  |         local Window = _SYS_WINDOW_LIST_[i]; | 
					
						
							|  |  |  |         Window.Visible = false; | 
					
						
							|  |  |  |         Window.RemoveSelf(); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     TestStage(); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | class GameItem.Equipment extends GameItem.Item { | 
					
						
							|  |  |  |     //装备ID | 
					
						
							|  |  |  |     Idx = -1; | 
					
						
							|  |  |  |     //装备名称 | 
					
						
							|  |  |  |     Name = ""; | 
					
						
							|  |  |  |     //装备类型 | 
					
						
							|  |  |  |     Type = -1; | 
					
						
							|  |  |  |     //装备槽位 | 
					
						
							|  |  |  |     SlotType = -1; | 
					
						
							|  |  |  |     //装备可穿戴等级 | 
					
						
							|  |  |  |     Minimum_level = -1; | 
					
						
							|  |  |  |     //装备等级组 | 
					
						
							|  |  |  |     Grade = null; | 
					
						
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										 |  |  |     //装备稀有度 | 
					
						
							|  |  |  |     Rarity = 0; | 
					
						
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										 |  |  |     //重量 | 
					
						
							|  |  |  |     Weight = 0; | 
					
						
							|  |  |  |     //装备组名 | 
					
						
							|  |  |  |     GroupName = "null"; | 
					
						
							|  |  |  |     //购买价格 | 
					
						
							|  |  |  |     Price = -1; | 
					
						
							|  |  |  |     //维修价格 | 
					
						
							|  |  |  |     RepairPrice = -1; | 
					
						
							|  |  |  |     //出售价格 | 
					
						
							|  |  |  |     SellPrice = -1; | 
					
						
							|  |  |  |     //耐久度 | 
					
						
							|  |  |  |     Durability = -1; | 
					
						
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										 |  |  |     //装备可穿戴职业 | 
					
						
							|  |  |  |     Job = 0; | 
					
						
							|  |  |  |     //装备图标 | 
					
						
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										 |  |  |     Icon = null; | 
					
						
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										 |  |  |     //动画 | 
					
						
							|  |  |  |     Animation_Job = null; | 
					
						
							|  |  |  |     //装备描述 | 
					
						
							|  |  |  |     Description = ""; | 
					
						
							|  |  |  |     //文件路径 | 
					
						
							|  |  |  |     DirPath = null; | 
					
						
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										 |  |  |     //光环特效 | 
					
						
							|  |  |  |     Aurora_effects = null; | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  |     //装备属性 | 
					
						
							|  |  |  |     Property = null; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     constructor(...) { | 
					
						
							|  |  |  |         //直接裸构造 | 
					
						
							|  |  |  |         if (vargv.len() == 0) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |         //通过参数构造 | 
					
						
							|  |  |  |         else if (vargv.len() == 1) { | 
					
						
							|  |  |  |             //通过ID构造 | 
					
						
							|  |  |  |             if (typeof vargv[0] == "integer") { | 
					
						
							|  |  |  |                 local EquInfo = AssetManager.GetEquipment(vargv[0]); | 
					
						
							|  |  |  |                 if (EquInfo) { | 
					
						
							|  |  |  |                     Idx = vargv[0]; | 
					
						
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										 |  |  |                     //名称 | 
					
						
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										 |  |  |                     if (EquInfo.rawin("name")) Name = EquInfo["name"]; | 
					
						
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										 |  |  |                     //类型 | 
					
						
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										 |  |  |                     if (EquInfo.rawin("type")) GetRealEquipmentType(EquInfo["type"].path); | 
					
						
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										 |  |  |                     //最低使用等级 | 
					
						
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										 |  |  |                     if (EquInfo.rawin("minimum level")) Minimum_level = EquInfo["minimum level"]; | 
					
						
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										 |  |  |                     //等级组 | 
					
						
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										 |  |  |                     if (EquInfo.rawin("grade")) Grade = EquInfo["grade"]; | 
					
						
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										 |  |  |                     //稀有度 | 
					
						
							|  |  |  |                     if (EquInfo.rawin("rarity")) Rarity = EquInfo["rarity"]; | 
					
						
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										 |  |  |                     //重量 | 
					
						
							|  |  |  |                     if (EquInfo.rawin("weight")) Weight = EquInfo["weight"]; | 
					
						
							|  |  |  |                     //组名 | 
					
						
							|  |  |  |                     if (EquInfo.rawin("item group name")) GroupName = EquInfo["item group name"]; | 
					
						
							|  |  |  |                     //购买价格 | 
					
						
							|  |  |  |                     if (EquInfo.rawin("price")) Price = EquInfo["price"]; | 
					
						
							|  |  |  |                     //维修价格 | 
					
						
							|  |  |  |                     if (EquInfo.rawin("repair price")) RepairPrice = EquInfo["repair price"]; | 
					
						
							|  |  |  |                     //出售价格 | 
					
						
							|  |  |  |                     if (EquInfo.rawin("value")) SellPrice = EquInfo["value"]; | 
					
						
							|  |  |  |                     //耐久度 | 
					
						
							|  |  |  |                     if (EquInfo.rawin("durability")) Durability = EquInfo["durability"]; | 
					
						
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										 |  |  |                     //职业 | 
					
						
							| 
									
										
										
										
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										 |  |  |                     if (EquInfo.rawin("usable_job")) Job = EquInfo["usable_job"]; | 
					
						
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										 |  |  |                     //图标 | 
					
						
							| 
									
										
										
										
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										 |  |  |                     if (EquInfo.rawin("icon")) Icon = EquInfo["icon"]; | 
					
						
							|  |  |  |                     if (EquInfo.rawin("Ani")) Animation_Job = EquInfo["Ani"]; | 
					
						
							|  |  |  |                     if (EquInfo.rawin("DirPath")) DirPath = EquInfo["DirPath"]; | 
					
						
							| 
									
										
										
										
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										 |  |  |                     if (EquInfo.rawin("aurora_effects")) Aurora_effects = EquInfo["aurora_effects"]; | 
					
						
							| 
									
										
										
										
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										 |  |  |                 } | 
					
						
							|  |  |  |             } | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     //设置真实装备类型 | 
					
						
							|  |  |  |     function SetRealEquipmentType(AType, BType) { | 
					
						
							|  |  |  |         SlotType = AType; | 
					
						
							|  |  |  |         Type = BType; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     //获取真实装备类型 | 
					
						
							|  |  |  |     function GetRealEquipmentType(EType) { | 
					
						
							|  |  |  |         if (EType == "skin avatar") SetRealEquipmentType("skin", "avatar"); | 
					
						
							|  |  |  |         else if (EType == "weapon") SetRealEquipmentType("weapon", "equipment"); | 
					
						
							|  |  |  |         else if (EType == "hat avatar") SetRealEquipmentType("hat", "avatar"); | 
					
						
							|  |  |  |         else if (EType == "hair avatar") SetRealEquipmentType("hair", "avatar"); | 
					
						
							|  |  |  |         else if (EType == "coat avatar") SetRealEquipmentType("coat", "avatar"); | 
					
						
							|  |  |  |         else if (EType == "pants avatar") SetRealEquipmentType("pants", "avatar"); | 
					
						
							|  |  |  |         else if (EType == "waist avatar") SetRealEquipmentType("waist", "avatar"); | 
					
						
							|  |  |  |         else if (EType == "shoes avatar") SetRealEquipmentType("shoes", "avatar"); | 
					
						
							|  |  |  |         else if (EType == "breast avatar") SetRealEquipmentType("breast", "avatar"); | 
					
						
							|  |  |  |         else if (EType == "face avatar") SetRealEquipmentType("face", "avatar"); | 
					
						
							| 
									
										
										
										
											2024-12-17 09:41:42 +08:00
										 |  |  |         else if (EType == "aurora avatar") SetRealEquipmentType("aurora", "aurora"); | 
					
						
							| 
									
										
										
										
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										 |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2025-01-04 20:03:17 +08:00
										 |  |  |     //获取装备信息窗口 | 
					
						
							|  |  |  |     function GetEquipmentInfoWindow() { | 
					
						
							|  |  |  |         if (Property) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         } else { | 
					
						
							|  |  |  |             return GameItem.EquipmentInfo(this); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-12-13 20:50:18 +08:00
										 |  |  |     //穿戴装备回调 | 
					
						
							|  |  |  |     function OnWearStart() { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     //穿戴时 | 
					
						
							|  |  |  |     function OnWearProc(Dt) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     //卸载时 | 
					
						
							|  |  |  |     function OnWearEnd() { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | } |