영웅 특성 정리
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@ -1,7 +1,4 @@
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UI;
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@ -22,14 +19,14 @@ public class PCAbilityCard : CardBase
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var nextability = table_abilityconfig.Ins.Get_Data_orNull(m_Data.n_NextAbility);
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if (!DSUtil.CheckNull(nextability))
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{
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if (nextability.n_AbilityStep > m_Data.n_AbilityStep) // 아래로
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if (nextability.n_AbilityOrder > m_Data.n_AbilityOrder) // 아래로
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gos_arrow[2].SetActive(true);
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else if (nextability.n_AbilityStep < m_Data.n_AbilityStep) // 위로
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else if (nextability.n_AbilityOrder < m_Data.n_AbilityOrder) // 위로
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gos_arrow[3].SetActive(true);
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if (nextability.n_AbilityOrder - m_Data.n_AbilityOrder >= 2)
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if (nextability.n_AbilityStep - m_Data.n_AbilityStep >= 2)
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gos_arrow[1].SetActive(true);
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else if (nextability.n_AbilityOrder - m_Data.n_AbilityOrder == 1)
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else if (nextability.n_AbilityStep - m_Data.n_AbilityStep == 1)
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gos_arrow[0].SetActive(true);
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}
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}
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@ -3,15 +3,15 @@ public class PCAbilityCards : CardBase
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public PCAbilityCard[] arr_PCAbilityCard;
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AbilityConfigTableData m_Data;
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int m_Order;
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int m_Step;
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public override void Set<T>(T _base)
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{
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m_Data = _base as AbilityConfigTableData;
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if (m_Data.n_AbilityOrder == m_Order)
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if (m_Data.n_AbilityStep == m_Step)
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{
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base.Set(_base);
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arr_PCAbilityCard[m_Data.n_AbilityStep - 1].Set(m_Data);
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arr_PCAbilityCard[m_Data.n_AbilityOrder - 1].Set(m_Data);
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//arr_PCAbilityCard[0].transform.localPosition = new Vector3(50f, 150f);
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//arr_PCAbilityCard[1].transform.localPosition = new Vector3(50f, 0f);
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@ -27,8 +27,8 @@ public class PCAbilityCards : CardBase
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public override void Set(int _val)
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{
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m_Order = _val;
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name = m_Order.ToString();
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m_Step = _val;
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name = m_Step.ToString();
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}
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public override void Do_SomeThing()
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@ -1,7 +1,3 @@
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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 PCAbilityUI_Scrollview : uScrollViewMgr
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{
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public void Set(eBattleType battleType)
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