using System; using System.Collections.Generic; using Data; using HK; using UnityEngine; using UnityEngine.Serialization; using UnityEngine.UI; namespace Runtime.UI { public class Setting_Inventory : MonoBehaviour { [SerializeField] private Setting_Inventory_NoteBookInformationItem notebookPfb; [SerializeField] Button btnSubmit; List notebookList = new List(); private void Awake() { // TODO:读取本地持久化数据,如果持久化数据不存在,则使用Excel数据进行填充。存在则使用本地数据 foreach (var data in ExcelManager.Inventory.Datas.InventoryList) { var item = GameObject.Instantiate(notebookPfb, notebookPfb.transform.parent); item.gameObject.SetActive(true); var key = $"{data.GetType().Name}_{data.ID}"; if (!PlayerPersistent.HasKey(key)) { PlayerPersistent.SetInt(key, data.Count); } else { data.Count = PlayerPersistent.GetInt(key); } item.SetData(data); notebookList.Add(item); } btnSubmit.onClick.AddListener(Submit); } private void Submit() { // 保存 foreach (var item in notebookList) { item.SaveData(); } gameObject.SetActive(false); } } }