2024-12-15 01:39:39 +00:00
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using TMPro;
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using UnityEngine;
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public class SkillAwakenCard : CardBase
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{
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2025-02-17 03:24:46 +00:00
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public TextMeshProUGUI[] texts; // 0 1 각성 효과 설명
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2024-12-15 01:39:39 +00:00
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public GameObject[] gos_star;
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2025-02-17 03:24:46 +00:00
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public GameObject[] gos_lockopen; // 0 잠금, 1 오픈
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2024-12-15 01:39:39 +00:00
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SkillAwakenData m_Data;
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public override void Set<T>(T _base)
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{
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base.Set(_base);
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m_Data = _base as SkillAwakenData;
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var sdata = ServerInfo.Ins.m_ServerData;
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var awakenData = table_skillawakenconfig.Ins.Get_Data_orNull(m_Data.m_SkillData.n_SkillID, m_Data.m_Step);
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2025-02-17 03:24:46 +00:00
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texts[0].text = texts[1].text = DSUtil.CheckNull(awakenData) ? "no awaken data" : awakenData.Get_Desc();
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2024-12-15 01:39:39 +00:00
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gos_star[0].SetActive(true);
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gos_star[1].SetActive(m_Data.m_Step > 1);
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gos_star[2].SetActive(m_Data.m_Step > 2);
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2025-02-17 03:24:46 +00:00
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bool isLock = sdata.Get_SkillAwakenLv(m_Data.m_SkillData.n_SkillID) < m_Data.m_Step;
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DSUtil.InActivateGameObjects(gos_lockopen, isLock ? 0 : 1);
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2024-12-15 01:39:39 +00:00
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}
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}
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public class SkillAwakenData
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{
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public SkillListTableData m_SkillData;
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public int m_Step;
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}
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