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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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											2025-01-06 21:10:06 +08:00
										 |  |  | //装备信息标签类(信息类) | 
					
						
							|  |  |  | if (!GameItem.rawin("EquipmentInfoTag")) GameItem.EquipmentInfoTag <- null; | 
					
						
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										 |  |  | //装备图标窗口 | 
					
						
							|  |  |  | class GameItem.EquipmentIcon extends CL_CanvasObject { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     constructor(Equipment) { | 
					
						
							|  |  |  |         base.constructor(); | 
					
						
							|  |  |  |         ResizeAndClear(32, 32); | 
					
						
							|  |  |  |         BeginDraw(); | 
					
						
							|  |  |  |         //构造图标 及图标边框 | 
					
						
							|  |  |  |         if (Equipment.Icon) { | 
					
						
							|  |  |  |             //图标 | 
					
						
							|  |  |  |             local Icon = CL_SpriteFrameObject(Equipment.Icon.path, Equipment.Icon.index); | 
					
						
							|  |  |  |             DrawSpriteFrame(Icon, 0, 0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |             //是否封装 | 
					
						
							|  |  |  |             local IsPackage = Equipment.Property ? Equipment.Property.IsPackage : 1; | 
					
						
							|  |  |  |             if (IsPackage && (Equipment.Rarity == 2 || Equipment.Rarity == 3)) { | 
					
						
							|  |  |  |                 local IconFrame = CL_SpriteObject("sprite/interface/lenheartwindowcommon.img", 634); | 
					
						
							|  |  |  |                 IconFrame.SetMode(0); | 
					
						
							|  |  |  |                 DrawSprite(IconFrame); | 
					
						
							|  |  |  |             } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |             //边框 | 
					
						
							|  |  |  |             local IconFrame = CL_SpriteFrameObject("sprite/item/iconmark.img", 62 + GameItem.EquipmentInfoTag.rarityframe_color_idx[Equipment.Rarity]); | 
					
						
							|  |  |  |             DrawSpriteFrame(IconFrame, 0, 0); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |         EndDraw(); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | //装备信息窗口 | 
					
						
							|  |  |  | class GameItem.EquipmentInfo extends Yosin_Window { | 
					
						
							|  |  |  |     //装备 | 
					
						
							|  |  |  |     Equipment = null; | 
					
						
							|  |  |  |     //画布 | 
					
						
							|  |  |  |     Canvas = null; | 
					
						
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										 |  |  |     //画布实际高度 | 
					
						
							|  |  |  |     RealCanvasHeight = 0; | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  |     constructor(Equipment) { | 
					
						
							|  |  |  |         this.Equipment = Equipment.weakref(); | 
					
						
							|  |  |  |         base.constructor(clock() + "EquipmentInfo" + Equipment.Idx, 0, 0, 0, 0, 0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         Init(); | 
					
						
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										 |  |  | 
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										 |  |  |         local background = Yosin_NineBoxStretch(211, RealCanvasHeight + 10, "sprite/interface/lenheartwindowcommon.img", 213); | 
					
						
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										 |  |  |         background.SetZOrder(-1); | 
					
						
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										 |  |  |         Addchild(background); | 
					
						
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										 |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     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) { | 
					
						
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										 |  |  |             local Icon = GameItem.EquipmentIcon(Equipment); | 
					
						
							|  |  |  |             Canvas.DrawActor(Icon, 7, 7); | 
					
						
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										 |  |  |         } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         //绘制装备名称 | 
					
						
							|  |  |  |         if (Equipment.Name.len() > 0) { | 
					
						
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										 |  |  |             local EquName = FontAssetManager.GenerateNormal(Equipment.Name, false, { | 
					
						
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										 |  |  |                 color = GameItem.EquipmentInfoTag.rarity_color[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); | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  |         //绘制品级 | 
					
						
							|  |  |  |         local Percentage = Equipment.Property ? Equipment.Property.Percentage : 100; | 
					
						
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										 |  |  |         //品级文字 | 
					
						
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										 |  |  |         local PercentageGradeText = FontAssetManager.GenerateNormal(GetPercentageText(Percentage), false, { | 
					
						
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										 |  |  |             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), false, { | 
					
						
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										 |  |  |             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 | 
					
						
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										 |  |  |         local RarityTagName = FontAssetManager.GenerateNormal(GameItem.EquipmentInfoTag.rarity_name_tag[Equipment.Rarity], false, { | 
					
						
							|  |  |  |             color = GameItem.EquipmentInfoTag.rarity_color[Equipment.Rarity] | 
					
						
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										 |  |  |         }); | 
					
						
							|  |  |  |         Canvas.DrawActor(RarityTagName, 210 - RarityTagName.GetSize().w - 6, 41); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         //绘制重量 | 
					
						
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										 |  |  |         local WeightText = FontAssetManager.GenerateNormal((Equipment.Weight.tofloat() / 1000.0) + "kg", false, { | 
					
						
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										 |  |  |             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 | 
					
						
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										 |  |  |         local MinUseLevelText = FontAssetManager.GenerateNormal(Equipment.Minimum_level + "级以上可以使用", false, { | 
					
						
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										 |  |  |             color = sq_RGBA(161, 131, 74, 255) | 
					
						
							|  |  |  |         }); | 
					
						
							|  |  |  |         Canvas.DrawActor(MinUseLevelText, 210 - MinUseLevelText.GetSize().w - 6, 57); | 
					
						
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										 |  |  |         //绘制交易类型 如果有主体属性读取 否则一律为封装 | 
					
						
							|  |  |  |         local TradeType = Equipment.Property ? Equipment.Property.TradeType : 0; | 
					
						
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										 |  |  |         local TradeTypeText = FontAssetManager.GenerateNormal(GameItem.EquipmentInfoTag.trade_type_text[TradeType], false, { | 
					
						
							|  |  |  |             color = GameItem.EquipmentInfoTag.trade_type_color[TradeType] | 
					
						
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										 |  |  |         }); | 
					
						
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										 |  |  |         Canvas.DrawActor(TradeTypeText, 210 - TradeTypeText.GetSize().w - 6, 73); | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  |         //绘制装备类型 | 
					
						
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										 |  |  |         local GroupNameText = FontAssetManager.GenerateNormal(GameItem.EquipmentInfoTag.item_group_name_table[Equipment.GroupName], false, { | 
					
						
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										 |  |  |             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; | 
					
						
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										 |  |  |         local SellPriceText = FontAssetManager.GenerateNormal(RealSellPrice + "金币", false, { | 
					
						
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										 |  |  |             color = sq_RGBA(133, 121, 78, 255) | 
					
						
							|  |  |  |         }); | 
					
						
							|  |  |  |         Canvas.DrawActor(SellPriceText, 210 - SellPriceText.GetSize().w - 6, 105); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         //绘制耐久度 | 
					
						
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										 |  |  |         local DurabilityText = FontAssetManager.GenerateNormal("耐久度 " + (Equipment.Property ? Equipment.Property.Durability : Equipment.Durability) + "/" + Equipment.Durability, false, { | 
					
						
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										 |  |  |             color = sq_RGBA(133, 121, 80, 255) | 
					
						
							|  |  |  |         }); | 
					
						
							|  |  |  |         Canvas.DrawActor(DurabilityText, 6, 121); | 
					
						
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 | 
					
						
							|  |  |  |         //绘制分割线 | 
					
						
							|  |  |  |         Canvas.DrawLine(3, 139, 207, 139); | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  |         //下面的绘制逻辑开始使用行put来做 | 
					
						
							|  |  |  |         RealCanvasHeight = 141; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         //绘制冒险家名望 | 
					
						
							|  |  |  |         local AdventurerFameFrame = CL_SpriteFrameObject("sprite/interface2/profile/profile_cn/profile_cn.img", 0); | 
					
						
							|  |  |  |         Canvas.DrawSpriteFrame(AdventurerFameFrame, 6, RealCanvasHeight + 3); | 
					
						
							|  |  |  |         local AdventurerFame = FontAssetManager.GenerateNormal("冒险家名望 " + Equipment.AdventurerFame, false, { | 
					
						
							|  |  |  |             color = sq_RGBA(133, 121, 80, 255) | 
					
						
							|  |  |  |         }); | 
					
						
							|  |  |  |         Canvas.DrawActor(AdventurerFame, 22, RealCanvasHeight); | 
					
						
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 | 
					
						
							|  |  |  |         //绘制分割 | 
					
						
							|  |  |  |         AddSliceLine(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         //绘制物理攻击力 | 
					
						
							|  |  |  |         DrawAttack("EquipmentPhysicalAttack", "物理攻击力"); | 
					
						
							|  |  |  |         //绘制魔法攻击力 | 
					
						
							|  |  |  |         DrawAttack("EquipmentMagicalAttack", "魔法攻击力"); | 
					
						
							|  |  |  |         //绘制独立攻击力 | 
					
						
							|  |  |  |         DrawAttack("SeparateAttack", "独立攻击力"); | 
					
						
							|  |  |  |         //绘制四维 | 
					
						
							|  |  |  |         DrawAttribute("PhysicalAttack", "力量"); | 
					
						
							|  |  |  |         DrawAttribute("MagicalAttack", "智力"); | 
					
						
							|  |  |  |         DrawAttribute("PhysicalDefense", "体力"); | 
					
						
							|  |  |  |         DrawAttribute("MagicalDefense", "精神"); | 
					
						
							|  |  |  |         //绘制分割 | 
					
						
							|  |  |  |         Canvas.DrawLine(3, RealCanvasHeight + 3, 207, RealCanvasHeight + 3); | 
					
						
							|  |  |  |         RealCanvasHeight += 6; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         //绘制三速 | 
					
						
							|  |  |  |         DrawSpeed("AttackSpeed", "攻击速度"); | 
					
						
							|  |  |  |         DrawSpeed("CastSpeed", "释放速度"); | 
					
						
							|  |  |  |         DrawSpeed("MoveSpeed", "移动速度"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         //绘制双爆 | 
					
						
							|  |  |  |         DrawCritical("PhysicalCriticalHit", "物理暴击率"); | 
					
						
							|  |  |  |         DrawCritical("MagicalCriticalHit", "魔法暴击率"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         //绘制命中率 | 
					
						
							|  |  |  |         DrawStuck("Stuck", "命中率"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         //绘制四属抗 | 
					
						
							|  |  |  |         DrawElement("DarkResistance", "暗属性抗性"); | 
					
						
							|  |  |  |         DrawElement("LightResistance", "光属性抗性"); | 
					
						
							|  |  |  |         DrawElement("FireResistance", "火属性抗性"); | 
					
						
							|  |  |  |         DrawElement("WaterResistance", "水属性抗性"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         //绘制四属强 | 
					
						
							|  |  |  |         DrawElement("DarkAttack", "暗属性强化"); | 
					
						
							|  |  |  |         DrawElement("LightAttack", "光属性强化"); | 
					
						
							|  |  |  |         DrawElement("FireAttack", "火属性强化"); | 
					
						
							|  |  |  |         DrawElement("WaterAttack", "水属性强化"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         //绘制属性攻击 | 
					
						
							|  |  |  |         if (Equipment.ElementalProperty) { | 
					
						
							|  |  |  |             local Text = FontAssetManager.GenerateNormal(GameItem.EquipmentInfoTag.elemental_property_tag[Equipment.ElementalProperty], false, { | 
					
						
							|  |  |  |                 color = sq_RGBA(215, 196, 147, 255) | 
					
						
							|  |  |  |             }); | 
					
						
							|  |  |  |             Canvas.DrawActor(Text, 6, RealCanvasHeight); | 
					
						
							|  |  |  |             AddHeight(); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         //绘制描述 | 
					
						
							|  |  |  |         if (Equipment.FlavorText) { | 
					
						
							|  |  |  |             //绘制分割 | 
					
						
							|  |  |  |             Canvas.DrawLine(3, RealCanvasHeight + 3, 207, RealCanvasHeight + 3); | 
					
						
							|  |  |  |             RealCanvasHeight += 6; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |             local Text = FontAssetManager.GenerateNormal(Equipment.FlavorText, false, { | 
					
						
							|  |  |  |                 color = sq_RGBA(133, 121, 80, 255), | 
					
						
							|  |  |  |                 wrap_width = 204 | 
					
						
							|  |  |  |             }); | 
					
						
							|  |  |  |             Canvas.DrawActor(Text, 6, RealCanvasHeight); | 
					
						
							|  |  |  |             RealCanvasHeight += Text.GetSize().h; | 
					
						
							|  |  |  |         } | 
					
						
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										 |  |  |         Canvas.EndDraw(); | 
					
						
							|  |  |  |         Addchild(Canvas); | 
					
						
							|  |  |  |     } | 
					
						
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 | 
					
						
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										 |  |  |     //绘制属强属抗 | 
					
						
							|  |  |  |     function DrawElement(Type, TypeName) { | 
					
						
							|  |  |  |         if (Equipment[Type] != 0) { | 
					
						
							|  |  |  |             local AttackText = FontAssetManager.GenerateNormal(TypeName + " " + (Equipment[Type] >= 0 ? "+" : "-") + Equipment[Type], false, { | 
					
						
							|  |  |  |                 color = sq_RGBA(215, 196, 147, 255) | 
					
						
							|  |  |  |             }); | 
					
						
							|  |  |  |             Canvas.DrawActor(AttackText, 6, RealCanvasHeight); | 
					
						
							|  |  |  |             AddHeight(); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     //绘制命中 | 
					
						
							|  |  |  |     function DrawStuck(Type, TypeName) { | 
					
						
							|  |  |  |         if (Equipment[Type] != 0) { | 
					
						
							|  |  |  |             local Value = Equipment[Type]; | 
					
						
							|  |  |  |             local AttackText = FontAssetManager.GenerateNormal(TypeName + " " + (Value >= 0 ? "+" : "") + Value + "%", false, { | 
					
						
							|  |  |  |                 color = sq_RGBA(215, 196, 147, 255) | 
					
						
							|  |  |  |             }); | 
					
						
							|  |  |  |             Canvas.DrawActor(AttackText, 6, RealCanvasHeight); | 
					
						
							|  |  |  |             AddHeight(); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     //绘制双爆 | 
					
						
							|  |  |  |     function DrawCritical(Type, TypeName) { | 
					
						
							|  |  |  |         if (Equipment[Type] != 0) { | 
					
						
							|  |  |  |             local AttackText = FontAssetManager.GenerateNormal(TypeName + " " + (Equipment[Type] >= 0 ? "+" : "-") + Equipment[Type] + "%", false, { | 
					
						
							|  |  |  |                 color = sq_RGBA(215, 196, 147, 255) | 
					
						
							|  |  |  |             }); | 
					
						
							|  |  |  |             Canvas.DrawActor(AttackText, 6, RealCanvasHeight); | 
					
						
							|  |  |  |             AddHeight(); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     //绘制三速 | 
					
						
							|  |  |  |     function DrawSpeed(Type, TypeName) { | 
					
						
							|  |  |  |         if (Equipment[Type] != 0) { | 
					
						
							|  |  |  |             local Value = (Equipment[Type].tofloat() * 0.1).tointeger(); | 
					
						
							|  |  |  |             local AttackText = FontAssetManager.GenerateNormal(TypeName + " " + (Value >= 0 ? "+" : "-") + Value + "%", false, { | 
					
						
							|  |  |  |                 color = sq_RGBA(215, 196, 147, 255) | 
					
						
							|  |  |  |             }); | 
					
						
							|  |  |  |             Canvas.DrawActor(AttackText, 6, RealCanvasHeight); | 
					
						
							|  |  |  |             AddHeight(); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     //绘制四维 | 
					
						
							|  |  |  |     function DrawAttribute(Type, TypeName) { | 
					
						
							|  |  |  |         if (Equipment[Type] != 0) { | 
					
						
							|  |  |  |             local AttackText = FontAssetManager.GenerateNormal(TypeName + " " + Equipment[Type], false, { | 
					
						
							|  |  |  |                 color = sq_RGBA(134, 120, 79, 255) | 
					
						
							|  |  |  |             }); | 
					
						
							|  |  |  |             Canvas.DrawActor(AttackText, 6, RealCanvasHeight); | 
					
						
							|  |  |  |             AddHeight(); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							| 
									
										
										
										
											2025-01-06 00:32:11 +08:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2025-01-07 20:36:10 +08:00
										 |  |  |     //绘制三攻 | 
					
						
							|  |  |  |     function DrawAttack(Type, TypeName) { | 
					
						
							|  |  |  |         if (Equipment[Type] != null) { | 
					
						
							|  |  |  |             local RealValue; | 
					
						
							|  |  |  |             //数组为没有百分比计算过的原始数据 | 
					
						
							|  |  |  |             if (typeof Equipment[Type] == "array") { | 
					
						
							|  |  |  |                 local MaxValue = Equipment[Type][0]; | 
					
						
							|  |  |  |                 local MinValue = Equipment[Type][1]; | 
					
						
							|  |  |  |                 local Rate = Equipment.Property ? Equipment.Property[Type + "Rate"] : 100; | 
					
						
							|  |  |  |                 Rate = Rate.tofloat() / 100.0; | 
					
						
							|  |  |  |                 RealValue = (MinValue + ((MaxValue - MinValue).tofloat() * Rate).tointeger()); | 
					
						
							|  |  |  |             } | 
					
						
							|  |  |  |             //百分比计算过的数据 | 
					
						
							|  |  |  |             else if (typeof Equipment[Type] == "integer") { | 
					
						
							|  |  |  |                 RealValue = Equipment[Type]; | 
					
						
							|  |  |  |             } | 
					
						
							|  |  |  |             local AttackText = FontAssetManager.GenerateNormal(TypeName + " " + RealValue, false, { | 
					
						
							|  |  |  |                 color = sq_RGBA(134, 120, 79, 255) | 
					
						
							|  |  |  |             }); | 
					
						
							|  |  |  |             Canvas.DrawActor(AttackText, 6, RealCanvasHeight); | 
					
						
							|  |  |  |             AddHeight(); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							| 
									
										
										
										
											2025-01-06 00:32:11 +08:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2025-01-07 20:36:10 +08:00
										 |  |  |     //增加行高 | 
					
						
							|  |  |  |     function AddHeight() { | 
					
						
							|  |  |  |         RealCanvasHeight += 16; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     //增加分割行 | 
					
						
							|  |  |  |     function AddSliceLine() { | 
					
						
							|  |  |  |         RealCanvasHeight += 18; | 
					
						
							|  |  |  |         Canvas.DrawLine(3, RealCanvasHeight, 207, RealCanvasHeight); | 
					
						
							|  |  |  |         RealCanvasHeight += 2; | 
					
						
							|  |  |  |     } | 
					
						
							| 
									
										
										
										
											2025-01-06 00:32:11 +08:00
										 |  |  | 
 | 
					
						
							|  |  |  |     // 根据数值获取对应的品级文字 | 
					
						
							|  |  |  |     function GetPercentageText(num) { | 
					
						
							| 
									
										
										
										
											2025-01-09 19:56:55 +08:00
										 |  |  |         if (num< GameItem.EquipmentInfoTag.percentage_range_boundaries[0]) { | 
					
						
							|  |  |  |             return GameItem.EquipmentInfoTag.percentage_text[0]; | 
					
						
							| 
									
										
										
										
											2025-01-06 00:32:11 +08:00
										 |  |  |         } | 
					
						
							| 
									
										
										
										
											2025-01-09 19:56:55 +08:00
										 |  |  |         for (local i = 0; i< GameItem.EquipmentInfoTag.percentage_range_boundaries.len(); i++) { | 
					
						
							|  |  |  |             if (num <= GameItem.EquipmentInfoTag.percentage_range_boundaries[i]) { | 
					
						
							|  |  |  |                 return GameItem.EquipmentInfoTag.percentage_text[i + 1]; | 
					
						
							| 
									
										
										
										
											2025-01-06 00:32:11 +08:00
										 |  |  |             } | 
					
						
							|  |  |  |         } | 
					
						
							| 
									
										
										
										
											2025-01-09 19:56:55 +08:00
										 |  |  |         return GameItem.EquipmentInfoTag.percentage_text.top(); | 
					
						
							| 
									
										
										
										
											2025-01-06 00:32:11 +08:00
										 |  |  |     } | 
					
						
							| 
									
										
										
										
											2025-01-04 20:03:17 +08:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2025-01-06 00:32:11 +08:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2025-01-09 19:56:55 +08:00
										 |  |  | 
 | 
					
						
							|  |  |  | // 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(); | 
					
						
							|  |  |  | // } | 
					
						
							| 
									
										
										
										
											2025-01-06 00:32:11 +08:00
										 |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-12-13 20:50:18 +08:00
										 |  |  | 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; | 
					
						
							| 
									
										
										
										
											2025-01-04 20:03:17 +08:00
										 |  |  |     //装备稀有度 | 
					
						
							|  |  |  |     Rarity = 0; | 
					
						
							| 
									
										
										
										
											2025-01-06 21:10:06 +08:00
										 |  |  |     //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; | 
					
						
							| 
									
										
										
										
											2025-01-07 20:36:10 +08:00
										 |  |  |     //冒险家名望 | 
					
						
							|  |  |  |     AdventurerFame = 0; | 
					
						
							| 
									
										
										
										
											2024-12-13 20:50:18 +08:00
										 |  |  |     //装备可穿戴职业 | 
					
						
							|  |  |  |     Job = 0; | 
					
						
							|  |  |  |     //装备图标 | 
					
						
							| 
									
										
										
										
											2025-01-04 20:03:17 +08:00
										 |  |  |     Icon = null; | 
					
						
							| 
									
										
										
										
											2024-12-13 20:50:18 +08:00
										 |  |  |     //动画 | 
					
						
							|  |  |  |     Animation_Job = null; | 
					
						
							|  |  |  |     //装备描述 | 
					
						
							|  |  |  |     Description = ""; | 
					
						
							|  |  |  |     //文件路径 | 
					
						
							|  |  |  |     DirPath = null; | 
					
						
							| 
									
										
										
										
											2024-12-17 09:41:42 +08:00
										 |  |  |     //光环特效 | 
					
						
							|  |  |  |     Aurora_effects = null; | 
					
						
							| 
									
										
										
										
											2024-12-13 20:50:18 +08:00
										 |  |  | 
 | 
					
						
							|  |  |  |     //装备属性 | 
					
						
							|  |  |  |     Property = null; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2025-01-07 20:36:10 +08:00
										 |  |  |     //力量 | 
					
						
							|  |  |  |     PhysicalAttack = 0; | 
					
						
							|  |  |  |     //智力 | 
					
						
							|  |  |  |     MagicalAttack = 0; | 
					
						
							|  |  |  |     //体力 | 
					
						
							|  |  |  |     PhysicalDefense = 0; | 
					
						
							|  |  |  |     //精神 | 
					
						
							|  |  |  |     MagicalDefense = 0; | 
					
						
							|  |  |  |     //所有属强 | 
					
						
							|  |  |  |     AllElementalAttack = 0; | 
					
						
							|  |  |  |     //暗属强 | 
					
						
							|  |  |  |     DarkAttack = 0; | 
					
						
							|  |  |  |     //光属强 | 
					
						
							|  |  |  |     LightAttack = 0; | 
					
						
							|  |  |  |     //水属强 | 
					
						
							|  |  |  |     WaterAttack = 0; | 
					
						
							|  |  |  |     //火属强 | 
					
						
							|  |  |  |     FireAttack = 0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     //物理攻击力 | 
					
						
							|  |  |  |     EquipmentPhysicalAttack = 0; | 
					
						
							|  |  |  |     //魔法攻击力 | 
					
						
							|  |  |  |     EquipmentMagicalAttack = 0; | 
					
						
							|  |  |  |     //独立攻击力 | 
					
						
							|  |  |  |     SeparateAttack = 0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     //攻击速度 | 
					
						
							|  |  |  |     AttackSpeed = 0; | 
					
						
							|  |  |  |     //释放速度 | 
					
						
							|  |  |  |     CastSpeed = 0; | 
					
						
							|  |  |  |     //移动速度 | 
					
						
							|  |  |  |     MoveSpeed = 0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     //物理暴击率 | 
					
						
							|  |  |  |     PhysicalCriticalHit = 0; | 
					
						
							|  |  |  |     //魔法暴击率 | 
					
						
							|  |  |  |     MagicalCriticalHit = 0; | 
					
						
							|  |  |  |     //命中率 | 
					
						
							|  |  |  |     Stuck = 0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     //暗属抗 | 
					
						
							|  |  |  |     DarkResistance = 0; | 
					
						
							|  |  |  |     //光属抗 | 
					
						
							|  |  |  |     LightResistance = 0; | 
					
						
							|  |  |  |     //水属抗 | 
					
						
							|  |  |  |     WaterResistance = 0; | 
					
						
							|  |  |  |     //火属抗 | 
					
						
							|  |  |  |     FireResistance = 0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     //属性攻击 | 
					
						
							|  |  |  |     ElementalProperty = null; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     //描述 | 
					
						
							|  |  |  |     FlavorText = null; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-12-13 20:50:18 +08:00
										 |  |  |     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]; | 
					
						
							| 
									
										
										
										
											2025-01-04 20:03:17 +08:00
										 |  |  |                     //名称 | 
					
						
							| 
									
										
										
										
											2024-12-15 20:16:48 +08:00
										 |  |  |                     if (EquInfo.rawin("name")) Name = EquInfo["name"]; | 
					
						
							| 
									
										
										
										
											2025-01-04 20:03:17 +08:00
										 |  |  |                     //类型 | 
					
						
							| 
									
										
										
										
											2024-12-15 20:16:48 +08:00
										 |  |  |                     if (EquInfo.rawin("type")) GetRealEquipmentType(EquInfo["type"].path); | 
					
						
							| 
									
										
										
										
											2025-01-04 20:03:17 +08:00
										 |  |  |                     //最低使用等级 | 
					
						
							| 
									
										
										
										
											2024-12-15 20:16:48 +08:00
										 |  |  |                     if (EquInfo.rawin("minimum level")) Minimum_level = EquInfo["minimum level"]; | 
					
						
							| 
									
										
										
										
											2025-01-04 20:03:17 +08:00
										 |  |  |                     //等级组 | 
					
						
							| 
									
										
										
										
											2024-12-15 20:16:48 +08:00
										 |  |  |                     if (EquInfo.rawin("grade")) Grade = EquInfo["grade"]; | 
					
						
							| 
									
										
										
										
											2025-01-04 20:03:17 +08:00
										 |  |  |                     //稀有度 | 
					
						
							|  |  |  |                     if (EquInfo.rawin("rarity")) Rarity = EquInfo["rarity"]; | 
					
						
							| 
									
										
										
										
											2025-01-06 21:10:06 +08:00
										 |  |  |                     //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"]; | 
					
						
							| 
									
										
										
										
											2025-01-07 20:36:10 +08:00
										 |  |  |                     //冒险家名望 | 
					
						
							|  |  |  |                     if (EquInfo.rawin("adventurerfame")) AdventurerFame = EquInfo["adventurerfame"]; | 
					
						
							| 
									
										
										
										
											2025-01-04 20:03:17 +08:00
										 |  |  |                     //职业 | 
					
						
							| 
									
										
										
										
											2024-12-15 20:16:48 +08:00
										 |  |  |                     if (EquInfo.rawin("usable_job")) Job = EquInfo["usable_job"]; | 
					
						
							| 
									
										
										
										
											2025-01-04 20:03:17 +08:00
										 |  |  |                     //图标 | 
					
						
							| 
									
										
										
										
											2024-12-15 20:16:48 +08:00
										 |  |  |                     if (EquInfo.rawin("icon")) Icon = EquInfo["icon"]; | 
					
						
							|  |  |  |                     if (EquInfo.rawin("Ani")) Animation_Job = EquInfo["Ani"]; | 
					
						
							|  |  |  |                     if (EquInfo.rawin("DirPath")) DirPath = EquInfo["DirPath"]; | 
					
						
							| 
									
										
										
										
											2024-12-17 09:41:42 +08:00
										 |  |  |                     if (EquInfo.rawin("aurora_effects")) Aurora_effects = EquInfo["aurora_effects"]; | 
					
						
							| 
									
										
										
										
											2025-01-07 20:36:10 +08:00
										 |  |  | 
 | 
					
						
							|  |  |  |                     //四维 | 
					
						
							|  |  |  |                     if (EquInfo.rawin("physical attack")) PhysicalAttack = EquInfo["physical attack"]; | 
					
						
							|  |  |  |                     if (EquInfo.rawin("magical attack")) MagicalAttack = EquInfo["magical attack"]; | 
					
						
							|  |  |  |                     if (EquInfo.rawin("physical defense")) PhysicalDefense = EquInfo["physical defense"]; | 
					
						
							|  |  |  |                     if (EquInfo.rawin("magical defense")) MagicalDefense = EquInfo["magical defense"]; | 
					
						
							|  |  |  |                     //属强 | 
					
						
							|  |  |  |                     if (EquInfo.rawin("all elemental attack")) AllElementalAttack = EquInfo["all elemental attack"]; | 
					
						
							|  |  |  |                     if (EquInfo.rawin("dark attack")) DarkAttack = EquInfo["dark attack"]; | 
					
						
							|  |  |  |                     if (EquInfo.rawin("light attack")) LightAttack = EquInfo["light attack"]; | 
					
						
							|  |  |  |                     if (EquInfo.rawin("water attack")) WaterAttack = EquInfo["water attack"]; | 
					
						
							|  |  |  |                     if (EquInfo.rawin("fire attack")) FireAttack = EquInfo["fire attack"]; | 
					
						
							|  |  |  |                     //三攻 | 
					
						
							|  |  |  |                     if (EquInfo.rawin("equipment physical attack")) EquipmentPhysicalAttack = EquInfo["equipment physical attack"]; | 
					
						
							|  |  |  |                     if (EquInfo.rawin("equipment magical attack")) EquipmentMagicalAttack = EquInfo["equipment magical attack"]; | 
					
						
							|  |  |  |                     if (EquInfo.rawin("separate attack")) SeparateAttack = EquInfo["separate attack"]; | 
					
						
							|  |  |  |                     //三速 | 
					
						
							|  |  |  |                     if (EquInfo.rawin("attack speed")) AttackSpeed = EquInfo["attack speed"]; | 
					
						
							|  |  |  |                     if (EquInfo.rawin("cast speed")) CastSpeed = EquInfo["cast speed"]; | 
					
						
							|  |  |  |                     if (EquInfo.rawin("move speed")) MoveSpeed = EquInfo["move speed"]; | 
					
						
							|  |  |  |                     //双暴 | 
					
						
							|  |  |  |                     if (EquInfo.rawin("physical critical hit")) PhysicalCriticalHit = EquInfo["physical critical hit"]; | 
					
						
							|  |  |  |                     if (EquInfo.rawin("magical critical hit")) MagicalCriticalHit = EquInfo["magical critical hit"]; | 
					
						
							|  |  |  |                     //命中率 | 
					
						
							|  |  |  |                     if (EquInfo.rawin("stuck")) Stuck = -EquInfo["stuck"]; | 
					
						
							|  |  |  |                     //四属抗 | 
					
						
							|  |  |  |                     if (EquInfo.rawin("dark resistance")) DarkResistance = EquInfo["dark resistance"]; | 
					
						
							|  |  |  |                     if (EquInfo.rawin("light resistance")) LightResistance = EquInfo["light resistance"]; | 
					
						
							|  |  |  |                     if (EquInfo.rawin("water resistance")) WaterResistance = EquInfo["water resistance"]; | 
					
						
							|  |  |  |                     if (EquInfo.rawin("fire resistance")) FireResistance = EquInfo["fire resistance"]; | 
					
						
							|  |  |  |                     //属性攻击 | 
					
						
							|  |  |  |                     if (EquInfo.rawin("elemental property")) ElementalProperty = EquInfo["elemental property"]; | 
					
						
							|  |  |  |                     //描述 | 
					
						
							|  |  |  |                     if (EquInfo.rawin("flavor text")) FlavorText = EquInfo["flavor text"]; | 
					
						
							| 
									
										
										
										
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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"); | 
					
						
							| 
									
										
										
										
											2024-12-13 20:50:18 +08:00
										 |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2025-01-04 20:03:17 +08:00
										 |  |  |     //获取装备信息窗口 | 
					
						
							|  |  |  |     function GetEquipmentInfoWindow() { | 
					
						
							| 
									
										
										
										
											2025-01-09 19:56:55 +08:00
										 |  |  |         return GameItem.EquipmentInfo(this); | 
					
						
							|  |  |  |     } | 
					
						
							| 
									
										
										
										
											2025-01-04 20:03:17 +08:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2025-01-09 19:56:55 +08:00
										 |  |  |     //获取装备图标精灵 | 
					
						
							|  |  |  |     function GetEquipmentIconSprite() { | 
					
						
							|  |  |  |         return GameItem.EquipmentIcon(this); | 
					
						
							| 
									
										
										
										
											2025-01-04 20:03:17 +08:00
										 |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											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() { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | } |