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:
*/
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;
//装备可穿戴职业
Job = 0;
//装备图标
Icon = "";
//动画
Animation_Job = null;
//装备描述
Description = "";
//文件路径
DirPath = 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];
Name = EquInfo["name"];
GetRealEquipmentType(EquInfo["type"].path);
Minimum_level = EquInfo["minimum level"];
Grade = EquInfo["grade"];
Job = EquInfo["usable_job"];
Icon = EquInfo["icon"];
Animation_Job = EquInfo["Ani"];
DirPath = EquInfo["DirPath"];
}
}
}
}
//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");
}
//穿戴装备回调
function OnWearStart() {
}
//穿戴时
function OnWearProc(Dt) {
}
//卸载时
function OnWearEnd() {
}
}