Project_WL/Assets/ResWork/UIPrefabs/Rank/RankingRewardCard.cs

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using TMPro;
using UnityEngine.UI;
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public class RankingRewardCard : CardBase
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{
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public Image[] images; // 0 bg, 1 랭킹, 2 보상
public TextMeshProUGUI[] texts; // 0 순위, 1 보상
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public override void Set<T>(T _base)
{
base.Set(_base);
var data = _base as RankRewardListTableData;
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images[1].enabled = data.n_MaxRank <= 3;
if (images[1].enabled)
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{
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images[0].sprite = UIAtlasMgr.Ins.Get_Sprite("slot 2");
images[1].sprite = UIAtlasMgr.Ins.Get_Sprite(DSUtil.Format("rank{0}", data.n_MaxRank));
texts[0].text = "";
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}
else
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{
images[0].sprite = UIAtlasMgr.Ins.Get_Sprite("slot 1");
texts[0].text = DSUtil.Format(332, data.n_MinRank, data.n_MaxRank);
}
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images[2].sprite = UIAtlasMgr.Ins.Get_Sprite(data.n_RewardID);
texts[1].text = DSUtil.Format("x{0}", data.n_RewardAmount);
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}
}