DOF/sqr/User/Asset/Item/Equipment.nut

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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:
*/
//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
RarityColorIdx = [
0, //白装 普通
1, //蓝装 高级
2, //紫装 稀有
4, //粉装 神器
6, //金装 史诗
3, //红装 勇者
5, //橙装 传说
];
constructor(Equipment) {
this.Equipment = Equipment.weakref();
base.constructor(clock() + "EquipmentInfo" + Equipment.Idx, 0, 0, 0, 0, 0);
local background = Yosin_NineBoxStretch(0, 0, 210, 50, "sprite/interface/lenheartwindowcommon.img", 213);
AddUIChild(background);
//210
Init();
}
function Init() {
Canvas = CL_CanvasObject();
Canvas.ResizeAndClear(210, 600);
Canvas.SetFillBrush(sq_RGBA(255, 255, 255, 250));
Canvas.SetStrokeBrush(sq_RGBA(255, 255, 255, 250));
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);
local IconFrame = CL_SpriteFrameObject("sprite/item/iconmark.img", 62 + RarityColorIdx[Equipment.Rarity]);
Canvas.DrawSpriteFrame(IconFrame, 7, 7);
}
//绘制装备名称
if (Equipment.Name.len() > 0) {
local EquName = FontAssetManager.GenerateNormal(Equipment.Name, true, {
color = sq_RGBA(255, 0, 255 255)
});
Canvas.DrawActor(EquName, 41, 7);
}
Canvas.EndDraw();
Addchild(Canvas);
}
}
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;
//装备稀有度
Rarity = 0;
//装备可穿戴职业
Job = 0;
//装备图标
Icon = null;
//动画
Animation_Job = null;
//装备描述
Description = "";
//文件路径
DirPath = null;
//光环特效
Aurora_effects = null;
//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];
//名称
if (EquInfo.rawin("name")) Name = EquInfo["name"];
//类型
if (EquInfo.rawin("type")) GetRealEquipmentType(EquInfo["type"].path);
//最低使用等级
if (EquInfo.rawin("minimum level")) Minimum_level = EquInfo["minimum level"];
//等级组
if (EquInfo.rawin("grade")) Grade = EquInfo["grade"];
//稀有度
if (EquInfo.rawin("rarity")) Rarity = EquInfo["rarity"];
//职业
if (EquInfo.rawin("usable_job")) Job = EquInfo["usable_job"];
//图标
if (EquInfo.rawin("icon")) Icon = EquInfo["icon"];
if (EquInfo.rawin("Ani")) Animation_Job = EquInfo["Ani"];
if (EquInfo.rawin("DirPath")) DirPath = EquInfo["DirPath"];
if (EquInfo.rawin("aurora_effects")) Aurora_effects = EquInfo["aurora_effects"];
}
}
}
}
//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");
else if (EType == "aurora avatar") SetRealEquipmentType("aurora", "aurora");
}
//获取装备信息窗口
function GetEquipmentInfoWindow() {
if (Property) {
} else {
return GameItem.EquipmentInfo(this);
}
}
//穿戴装备回调
function OnWearStart() {
}
//穿戴时
function OnWearProc(Dt) {
}
//卸载时
function OnWearEnd() {
}
}