36 lines
1.1 KiB
C#
36 lines
1.1 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ChapterTabCard : CardBase
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{
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public GameObject[] gos_onoff;
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public UILabel label_chapter;
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public GameObject go_noti;
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public int Chapter { get; private set; }
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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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var std = _base as BattleMapConfigTableData;
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Chapter = std.n_Chapter;
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label_chapter.text = Chapter.ToString();
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//go_noti.SetActive(std.ui == 1 && ServerInfo.Ins.m_ServerData.CanGet_MissionAchi(Chapter));
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}
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public void Set_OnOff(int _chapter)
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{
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if (Chapter == _chapter) DSUtil.InActivateGameObjects(gos_onoff, 0);
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else DSUtil.InActivateGameObjects(gos_onoff, 1);
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}
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public void OnClick_Chapter()
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{
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if (GameUI.Ins.LobbyUI.Get_RankUI().gameObject.activeInHierarchy)
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GameUI.Ins.LobbyUI.Get_RankUI().Set_TimeAttack(Chapter);
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else if (GameUI.Ins.LobbyUI.Get_MissionUI().gameObject.activeInHierarchy)
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GameUI.Ins.LobbyUI.Get_MissionUI().gos_contents[2].GetComponent<Mission_Achi>().Set_UI(Chapter);
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}
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}
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