Project_WL/Assets/Script/UI/Center/Chapter/ChapterTabCard.cs

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2024-12-15 01:39:39 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChapterTabCard : CardBase
{
public GameObject[] gos_onoff;
public UILabel label_chapter;
public GameObject go_noti;
public int Chapter { get; private set; }
public override void Set<T>(T _base)
{
base.Set(_base);
var std = _base as BattleMapConfigTableData;
Chapter = std.n_Chapter;
label_chapter.text = Chapter.ToString();
//go_noti.SetActive(std.ui == 1 && ServerInfo.Ins.m_ServerData.CanGet_MissionAchi(Chapter));
}
public void Set_OnOff(int _chapter)
{
if (Chapter == _chapter) DSUtil.InActivateGameObjects(gos_onoff, 0);
else DSUtil.InActivateGameObjects(gos_onoff, 1);
}
public void OnClick_Chapter()
{
if (GameUI.Ins.LobbyUI.Get_RankUI().gameObject.activeInHierarchy)
GameUI.Ins.LobbyUI.Get_RankUI().Set_TimeAttack(Chapter);
else if (GameUI.Ins.LobbyUI.Get_MissionUI().gameObject.activeInHierarchy)
GameUI.Ins.LobbyUI.Get_MissionUI().gos_contents[2].GetComponent<Mission_Achi>().Set_UI(Chapter);
}
}