Merge remote-tracking branch 'origin/dong' into yi
# Conflicts: # sqr/User/UI/Window/5_Inventory/5_Inventory.nut
This commit is contained in:
commit
334fce6c86
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@ -29,5 +29,8 @@ function _Yosin_Game_Logic_(Dt, GameListener) {
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}
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}
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}
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}
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}
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}
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try {
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remove("Yosin_Game_Reloading.Sign");
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} catch (exception) {
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remove("Yosin_Game_Reloading.Sign");
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}
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@ -255,6 +255,7 @@ class Yosin_Window extends Yosin_BaseWindow {
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//切换到最上层窗口 即得到焦点时 全局窗口才调用 子窗口请不要调用此函数
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//切换到最上层窗口 即得到焦点时 全局窗口才调用 子窗口请不要调用此函数
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function ResetFocus() {
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function ResetFocus() {
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this.Visible = true;
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this.Visible = true;
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SetVisible(true);
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//遍历全局窗口数组将自己移除重新添加在末尾
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//遍历全局窗口数组将自己移除重新添加在末尾
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foreach(Index, WindowObj in _SYS_WINDOW_LIST_) {
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foreach(Index, WindowObj in _SYS_WINDOW_LIST_) {
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WindowObj.SetZOrder(10000000 + Index + (WindowObj.IsTop ? 10000000 : 0));
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WindowObj.SetZOrder(10000000 + Index + (WindowObj.IsTop ? 10000000 : 0));
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@ -402,7 +403,7 @@ function Sq_CreateWindow(ClassName, gObjectId, gX, gY, gWidth, gHeight, gTitleH)
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//窗口逻辑入口 C回调
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//窗口逻辑入口 C回调
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function _Yosin_Windows_Logic_(Dt, Ui_Layer) {
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function _Yosin_Windows_Logic_(Dt, Ui_Layer) {
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_UiObject_ = Actor(Ui_Layer);
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if (!_UiObject_) _UiObject_ = Actor(Ui_Layer);
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//遍历窗口队列 如果可见则调用Show
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//遍历窗口队列 如果可见则调用Show
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for (local i = 0; i< _SYS_WINDOW_LIST_.len(); i++) {
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for (local i = 0; i< _SYS_WINDOW_LIST_.len(); i++) {
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local Window = _SYS_WINDOW_LIST_[i];
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local Window = _SYS_WINDOW_LIST_[i];
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@ -39,12 +39,9 @@ class _GameController_ extends _Input_ {
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this.KeyCode[Code] = Status;
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this.KeyCode[Code] = Status;
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//只遍历有回调的键码
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//只遍历有回调的键码
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foreach(Code, Callback in GameKeyCodeCallback) {
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foreach(RCode, Callback in GameKeyCodeCallback) {
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//是否按下传递不同指令
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if (RCode == Code) {
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if (GetGameKeyCode(Code)) {
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Callback(Status);
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Callback(true);
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} else {
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Callback(false);
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}
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}
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}
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}
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}
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}
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@ -15,16 +15,123 @@ function RegisterFunctionalPack() {
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Charc.Cid = Info.cid;
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Charc.Cid = Info.cid;
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TownObj.AddObject(Charc, true);
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TownObj.AddObject(Charc, true);
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ClientCharacter = Charc;
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ClientCharacter = Charc;
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//以下是角色应当初始化的各项东西
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{
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//初始化背包
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if (ClientCharacterInventory) {
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ClientCharacterInventory.DestroyWindow();
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}
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ClientCharacterInventory = _Inventory("背包窗口", 150, 12, 262, 548, 20);
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}
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});
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});
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/*
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InventorySize : int //背包大小
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InventoryType : byte //背包类型
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InventoryItemCount : short //背包道具数量
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ItemInfo : Struct //道具信息 结构体
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{
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Type : byte //类型
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// Type 为 1 装备类型
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{
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Pos : short //装备位置
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EquipId : int //装备ID
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EquipEnchant : int //装备附魔编号
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EquipUpgrade : byte //装备强化等级或增幅等级
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EquipSeparate : byte //装备锻造
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EquipIncrease : byte //装备增幅属性 0 无 1 力量 2 智力 3 体力 4 精神
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EquipPowerPercentage : byte //装备力量百分比
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EquipIntellectPercentage : byte //装备智力百分比
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EquipStaminaPercentage : byte //装备体力百分比
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EquipSpiritPercentage : byte //装备精神百分比
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EquipPhysicalAttackPercentage : byte //装备物理攻击百分比
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EquipMagicAttackPercentage : byte //装备魔法攻击百分比
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EquipIndependentAttackPercentage : byte //装备独立攻击百分比
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EquipPhysicalDefensePercentage : byte //装备物理防御百分比
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EquipMagicDefensePercentage : byte //装备魔法防御百分比
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EquipWrapCount : byte //装备再封装次数
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}
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// Type 为 2 消耗品类型
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{
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Pos : short //道具位置
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ItemId : int //道具ID
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ItemCount : int //道具数量
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}
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}
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*/
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//刷新客户端角色背包数据
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//刷新客户端角色背包数据
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MySocket.RegisterBinaryHandler(PACKET_ID.REFRESH_CLIENT_CHARACTER_INVENTORY_DATA_CALLBACK, function(Binary) {
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MySocket.RegisterBinaryHandler(PACKET_ID.REFRESH_CLIENT_CHARACTER_INVENTORY_DATA_CALLBACK, function(Binary) {
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local Pack = Packet(Binary);
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local Pack = Packet(Binary);
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local op = Pack.Get_Int();
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local op = Pack.Get_Int();
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//背包大小
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//背包大小
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local size = Pack.Get_Int();
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local InventorySize = Pack.Get_Int();
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//背包类型
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//背包类型
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local type = Pack.Get_Int();
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local InventoryType = Pack.Get_Byte();
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//背包道具数量
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local InventoryItemCount = Pack.Get_Int();
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//项目List
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local ItemList = [];
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//道具数据
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for (local i = 0; i< InventoryItemCount; i++) {
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local Type = Pack.Get_Byte();
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//装备类型
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if (Type == 1) {
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local EquInfo = {
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//装备位置
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Pos = Pack.Get_Short(),
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//装备ID
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EquipId = Pack.Get_Int(),
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//装备附魔编号
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EquipEnchant = Pack.Get_Int(),
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//装备强化等级或增幅等级
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EquipUpgrade = Pack.Get_Byte(),
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//装备锻造
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EquipSeparate = Pack.Get_Byte(),
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//装备增幅属性 0 无 1 力量 2 智力 3 体力 4 精神
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EquipIncrease = Pack.Get_Byte(),
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//装备力量百分比
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EquipPowerPercentage = Pack.Get_Byte(),
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//装备智力百分比
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EquipIntellectPercentage = Pack.Get_Byte(),
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//装备体力百分比
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EquipStaminaPercentage = Pack.Get_Byte(),
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//装备精神百分比
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EquipSpiritPercentage = Pack.Get_Byte(),
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//装备物理攻击百分比
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EquipPhysicalAttackPercentage = Pack.Get_Byte(),
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//装备魔法攻击百分比
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EquipMagicAttackPercentage = Pack.Get_Byte(),
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//装备独立攻击百分比
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EquipIndependentAttackPercentage = Pack.Get_Byte(),
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//装备物理防御百分比
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EquipPhysicalDefensePercentage = Pack.Get_Byte(),
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//装备魔法防御百分比
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EquipMagicDefensePercentage = Pack.Get_Byte(),
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//装备再封装次数
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EquipWrapCount = Pack.Get_Byte(),
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}
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ItemList.push(EquInfo);
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print("构造装备");
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}
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//消耗品类型
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if (Type == 2) {
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local ItemInfo = {
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//道具位置
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Pos = Pack.Get_Short(),
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//道具ID
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ItemId = Pack.Get_Int(),
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//道具数量
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ItemCount = Pack.Get_Int(),
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}
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ItemList.push(ItemInfo);
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}
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}
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});
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});
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//城镇中添加角色的回包
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//城镇中添加角色的回包
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@ -31,15 +31,15 @@ function TestStage() {
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// Window.SetPosition(580, 80);
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// Window.SetPosition(580, 80);
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// Window.ResetFocus();
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// Window.ResetFocus();
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// local TownObj = Town(1);
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// local TownObj = Town(2);
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// local Charc = GameObject.CreateCharacter(0, [101590007, 27675, 601500060, 601550060, 601560058, 601570053, 601520052, 601500060, 601510059, 601530051, 601540060, 601580023]);
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// local Charc = GameObject.CreateCharacter(0, [101590007, 27675, 601500060, 601550060, 601560058, 601570053, 601520052, 601500060, 601510059, 601530051, 601540060, 601580023]);
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// TownObj.AddObject(Charc, true);
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// TownObj.AddObject(Charc, true);
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// ClientCharacter = Charc;
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// ClientCharacter = Charc;
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local Window = Sq_CreateWindow(_Inventory, "背包窗口", 150, 12, 257, 548, 20);
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// local Window = Sq_CreateWindow(_Inventory, "背包窗口", 150, 12, 262, 548, 20);
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// Window.equipmentPage.Item.ItemCollection.SetItemList([{
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// Window.equipmentPage.ItemCollection.SetItemList([{
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// ItemId = 27675
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// ItemId = 27675
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// }, {
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// }, {
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// ItemId = 101020048
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// ItemId = 101020048
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@ -86,10 +86,12 @@ class _Login_Window extends Yosin_Window {
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||||||
function RegisterWidget() {
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function RegisterWidget() {
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//账号输入框
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//账号输入框
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AccountInputBox = Yosin_InputBox(752, 240, 200);
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AccountInputBox = Yosin_InputBox(752, 240, 200);
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AccountInputBox.str = "1"; //TODO 临时账户
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AddUIChild(AccountInputBox);
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AddUIChild(AccountInputBox);
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//密码输入框
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//密码输入框
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PasswordInputBox = Yosin_InputBox(752, 280, 200);
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PasswordInputBox = Yosin_InputBox(752, 280, 200);
|
||||||
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PasswordInputBox.str = "1"; //TODO 临时账户
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AddUIChild(PasswordInputBox);
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AddUIChild(PasswordInputBox);
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|
||||||
//登录按钮
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//登录按钮
|
||||||
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|
||||||
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@ -4,13 +4,12 @@
|
||||||
创建日期:2025-01-06 14:06
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创建日期:2025-01-06 14:06
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||||||
文件用途: 背包窗口
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文件用途: 背包窗口
|
||||||
*/
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*/
|
||||||
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//主类
|
||||||
// local Window = Sq_CreateWindow(_Inventory, "背包窗口", 150, 12, 262, 548, 20);
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|
||||||
class _Inventory extends Yosin_Window {
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class _Inventory extends Yosin_Window {
|
||||||
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|
||||||
// 装备页
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// 装备页 /物品栏
|
||||||
equipmentPage = null;
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EquipmentPage = null;
|
||||||
// 装扮页
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// 装扮页E
|
||||||
DressUpPage = null;
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DressUpPage = null;
|
||||||
|
|
||||||
// 物品栏排列按钮
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// 物品栏排列按钮
|
||||||
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@ -25,6 +24,8 @@ class _Inventory extends Yosin_Window {
|
||||||
|
|
||||||
// 物品栏排列搜索按钮 在显示物品栏页 时的Y坐标
|
// 物品栏排列搜索按钮 在显示物品栏页 时的Y坐标
|
||||||
itemSetBtnY = 467;
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itemSetBtnY = 467;
|
||||||
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//是否可见
|
||||||
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Visible = false;
|
||||||
|
|
||||||
constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) {
|
constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) {
|
||||||
base.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH);
|
base.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH);
|
||||||
|
|
@ -34,6 +35,21 @@ class _Inventory extends Yosin_Window {
|
||||||
|
|
||||||
//注册控件
|
//注册控件
|
||||||
RegisterWidget();
|
RegisterWidget();
|
||||||
|
|
||||||
|
//注册按键回调事件
|
||||||
|
Input.RegisterGameKeyCode(CONTROLLER.OPTION_HOTKEY_ITEM_INVENTORY, function(Flag) {
|
||||||
|
//抬起的时候
|
||||||
|
if (Flag == 0) {
|
||||||
|
//如果窗口已经打开
|
||||||
|
if (this.Visible) {
|
||||||
|
//关闭窗口
|
||||||
|
CloseWindow();
|
||||||
|
} else {
|
||||||
|
//打开窗口
|
||||||
|
ResetFocus();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}.bindenv(this));
|
||||||
}
|
}
|
||||||
|
|
||||||
function RegisterWidget() {
|
function RegisterWidget() {
|
||||||
|
|
@ -46,7 +62,7 @@ class _Inventory extends Yosin_Window {
|
||||||
closeBtn.DownSimulateOffset = false;
|
closeBtn.DownSimulateOffset = false;
|
||||||
closeBtn.SetZOrder(1);
|
closeBtn.SetZOrder(1);
|
||||||
closeBtn.OnClick = function(btn) {
|
closeBtn.OnClick = function(btn) {
|
||||||
print(13123123);
|
CloseWindow();
|
||||||
}
|
}
|
||||||
AddUIChild(closeBtn);
|
AddUIChild(closeBtn);
|
||||||
//置顶按钮
|
//置顶按钮
|
||||||
|
|
@ -67,9 +83,9 @@ class _Inventory extends Yosin_Window {
|
||||||
};
|
};
|
||||||
|
|
||||||
//物品栏 装备页
|
//物品栏 装备页
|
||||||
equipmentPage = Inventory_EquipmentPage(2, titlesBtn.bottom(), 300, 441);
|
EquipmentPage = Inventory_EquipmentPage(2, titlesBtn.bottom(), 300, 441);
|
||||||
AddUIChild(equipmentPage);
|
AddUIChild(EquipmentPage);
|
||||||
equipmentPage.SetVisible(false);
|
EquipmentPage.SetVisible(false);
|
||||||
|
|
||||||
// 装扮页
|
// 装扮页
|
||||||
DressUpPage = Inventory_DressUpPage(4, titlesBtn.bottom(), 300, 441);
|
DressUpPage = Inventory_DressUpPage(4, titlesBtn.bottom(), 300, 441);
|
||||||
|
|
@ -110,7 +126,7 @@ class _Inventory extends Yosin_Window {
|
||||||
local ReviveNum = FontAssetManager.GenerateNormal("23434个", true, {
|
local ReviveNum = FontAssetManager.GenerateNormal("23434个", true, {
|
||||||
color = txtColor
|
color = txtColor
|
||||||
});
|
});
|
||||||
ReviveNum.SetPosition(120 - ReviveNum.GetSize().w + bg.X , bg.Y + 2);
|
ReviveNum.SetPosition(120 - ReviveNum.GetSize().w + bg.X, bg.Y + 2);
|
||||||
Addchild(ReviveNum);
|
Addchild(ReviveNum);
|
||||||
|
|
||||||
|
|
||||||
|
|
@ -135,7 +151,7 @@ class _Inventory extends Yosin_Window {
|
||||||
local storeNum = FontAssetManager.GenerateNormal("23434点券", true, {
|
local storeNum = FontAssetManager.GenerateNormal("23434点券", true, {
|
||||||
color = txtColor
|
color = txtColor
|
||||||
});
|
});
|
||||||
storeNum.SetPosition( bg.X + 120 - storeNum.GetSize().w , bg.Y + 27);
|
storeNum.SetPosition(bg.X + 120 - storeNum.GetSize().w, bg.Y + 27);
|
||||||
Addchild(storeNum);
|
Addchild(storeNum);
|
||||||
|
|
||||||
// 金币按钮
|
// 金币按钮
|
||||||
|
|
@ -149,7 +165,7 @@ class _Inventory extends Yosin_Window {
|
||||||
local storeNum = FontAssetManager.GenerateNormal("23434金币", true, {
|
local storeNum = FontAssetManager.GenerateNormal("23434金币", true, {
|
||||||
color = txtColor
|
color = txtColor
|
||||||
});
|
});
|
||||||
storeNum.SetPosition( bg.X + 245 - storeNum.GetSize().w, bg.Y + 27);
|
storeNum.SetPosition(bg.X + 245 - storeNum.GetSize().w, bg.Y + 27);
|
||||||
Addchild(storeNum);
|
Addchild(storeNum);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -2,31 +2,37 @@
|
||||||
文件名:Inventory_EquipmentPage.nut
|
文件名:Inventory_EquipmentPage.nut
|
||||||
路径:User/UI/Window/5_Inventory/Inventory_EquipmentPage.nut
|
路径:User/UI/Window/5_Inventory/Inventory_EquipmentPage.nut
|
||||||
创建日期:2025-01-06 13:50
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创建日期:2025-01-06 13:50
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||||||
文件用途: 背包装备页面
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文件用途: 背包物品栏页面
|
||||||
*/
|
*/
|
||||||
|
|
||||||
// 背包装备页面
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// 背包物品栏页面
|
||||||
class Inventory_EquipmentPage extends Yosin_CommonUi {
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class Inventory_EquipmentPage extends Yosin_CommonUi {
|
||||||
|
|
||||||
// Item = null;
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//人物装备
|
||||||
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CharactersEquipment = null;
|
||||||
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//物品栏
|
||||||
ItemCollection = null;
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ItemCollection = null;
|
||||||
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//重量进度条
|
||||||
|
WeightSchedule = null;
|
||||||
|
//总可承载重量
|
||||||
|
TotalLoadCapacity = 1.0;
|
||||||
|
//当前承载重量
|
||||||
|
CurrentLoadCapacity = 0.0;
|
||||||
|
|
||||||
constructor(x, y, w, h) {
|
constructor(x, y, w, h) {
|
||||||
base.constructor(x, y, w, h);
|
base.constructor(x, y, w, h);
|
||||||
|
|
||||||
|
|
||||||
// 人物装备
|
// 人物装备
|
||||||
local charactersEquipment = Inventory_CharactersEquipment();
|
CharactersEquipment = Inventory_CharactersEquipment();
|
||||||
charactersEquipment.SetPosition(5, 0);
|
CharactersEquipment.SetPosition(5, 0);
|
||||||
Addchild(charactersEquipment);
|
Addchild(CharactersEquipment);
|
||||||
|
|
||||||
// 添加书本按钮
|
// 添加书本按钮
|
||||||
AddBookButton();
|
AddBookButton();
|
||||||
|
|
||||||
// 物品栏
|
// 物品栏
|
||||||
AddItem();
|
AddItem();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
@ -34,9 +40,6 @@ class Inventory_EquipmentPage extends Yosin_CommonUi {
|
||||||
function AddBookButton() {
|
function AddBookButton() {
|
||||||
// 称号
|
// 称号
|
||||||
local designation = Yosin_BaseButton(7, 145, 18, 20 "sprite/interface/newstyle/windows/inventory/inventory.img", 50);
|
local designation = Yosin_BaseButton(7, 145, 18, 20 "sprite/interface/newstyle/windows/inventory/inventory.img", 50);
|
||||||
//点击事件回调
|
|
||||||
// permutationBtn.OnClick = function(Button) {
|
|
||||||
// }.bindenv(this);
|
|
||||||
AddUIChild(designation);
|
AddUIChild(designation);
|
||||||
|
|
||||||
// 增益强化
|
// 增益强化
|
||||||
|
|
@ -73,8 +76,11 @@ class Inventory_EquipmentPage extends Yosin_CommonUi {
|
||||||
Addchild(itemBg);
|
Addchild(itemBg);
|
||||||
|
|
||||||
// 物品栏
|
// 物品栏
|
||||||
ItemCollection = _ItemCollection(itemBg.X + 7, itemBg.Y + 3, 7);
|
ItemCollection = [];
|
||||||
AddUIChild(ItemCollection);
|
for (local i = 0; i< 5; i++) {
|
||||||
|
ItemCollection.push(_ItemCollection(itemBg.X + 7, itemBg.Y + 3, 7));
|
||||||
|
}
|
||||||
|
AddUIChild(ItemCollection[0]);
|
||||||
|
|
||||||
|
|
||||||
local itemBgBottom = itemBg.bottom();
|
local itemBgBottom = itemBg.bottom();
|
||||||
|
|
@ -82,14 +88,28 @@ class Inventory_EquipmentPage extends Yosin_CommonUi {
|
||||||
local weight = FontAssetManager.GenerateNormal("重量", true, {
|
local weight = FontAssetManager.GenerateNormal("重量", true, {
|
||||||
color = sq_RGBA(160, 132, 75, 255)
|
color = sq_RGBA(160, 132, 75, 255)
|
||||||
});
|
});
|
||||||
weight.SetPosition(ItemCollection.X + 5, itemBgBottom - weight.GetSize().h - 5);
|
weight.SetPosition(12, itemBgBottom - weight.GetSize().h - 5);
|
||||||
Addchild(weight);
|
Addchild(weight);
|
||||||
|
|
||||||
// 重量进度条
|
// 重量进度条
|
||||||
local weightSchedule = Yosin_Schedule(weight.right() + 2, weight.Y + 4, 125, 10, "sprite/interface/newstyle/windows/inventory/inventory.img", 1);
|
WeightSchedule = Yosin_Schedule(weight.right() + 2, weight.Y + 4, 125, 10, "sprite/interface/newstyle/windows/inventory/inventory.img", 1);
|
||||||
weightSchedule.SetPercentage(0.6);
|
WeightSchedule.SetPercentage(0.0);
|
||||||
Addchild(weightSchedule);
|
Addchild(WeightSchedule);
|
||||||
|
}
|
||||||
|
|
||||||
|
//刷新重量进度
|
||||||
|
function RefreshWeightProgress() {
|
||||||
|
WeightSchedule.SetPercentage(CurrentLoadCapacity / TotalLoadCapacity);
|
||||||
|
}
|
||||||
|
|
||||||
|
//设定总可承载重量
|
||||||
|
function SetTotalLoadCapacity(capacity) {
|
||||||
|
TotalLoadCapacity = capacity;
|
||||||
|
}
|
||||||
|
|
||||||
|
//设定物品栏列表
|
||||||
|
function SetItemCollectionList(Type, List) {
|
||||||
|
ItemCollection[Type].SetItemList(List);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -55,7 +55,7 @@ enum CONTROLLER {
|
||||||
OPTION_HOTKEY_CREATURE_SKILL = 8 // 宠物技能键
|
OPTION_HOTKEY_CREATURE_SKILL = 8 // 宠物技能键
|
||||||
OPTION_HOTKEY_STATUS_WINDOW = 9 // (M)
|
OPTION_HOTKEY_STATUS_WINDOW = 9 // (M)
|
||||||
OPTION_HOTKEY_SKILL_WINDOW = 10 // (K)
|
OPTION_HOTKEY_SKILL_WINDOW = 10 // (K)
|
||||||
OPTION_HOTKEY_ITEM_INVENTORY = 11 // (I)
|
OPTION_HOTKEY_ITEM_INVENTORY = 23 // (I)
|
||||||
OPTION_HOTKEY_OPTION_WINDOW = 12 // (O)
|
OPTION_HOTKEY_OPTION_WINDOW = 12 // (O)
|
||||||
OPTION_HOTKEY_NORMAL_QUEST_WINDOW = 13 // (Q)
|
OPTION_HOTKEY_NORMAL_QUEST_WINDOW = 13 // (Q)
|
||||||
OPTION_HOTKEY_AVATAR_INVENTORY = 14 // (U)
|
OPTION_HOTKEY_AVATAR_INVENTORY = 14 // (U)
|
||||||
|
|
|
||||||
|
|
@ -7,3 +7,5 @@
|
||||||
|
|
||||||
//客户端角色对象
|
//客户端角色对象
|
||||||
ClientCharacter <- null;
|
ClientCharacter <- null;
|
||||||
|
//客户端角色的背包
|
||||||
|
ClientCharacterInventory <- null;
|
||||||
Loading…
Reference in New Issue