웨이브 보상 ui 작업 중...
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using TMPro;
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using UnityEngine.UI;
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public class WaveRewardCard : CardBase
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{
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public TextMeshProUGUI[] texts; // 0 점수
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public Slider slider_score;
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public ObtainItemCard rewardCard;
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WaveRewardListTableData m_Data;
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ItemSimpleData RewardData = new ItemSimpleData();
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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 WaveRewardListTableData;
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texts[0].text = m_Data.n_Score.ToString();
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slider_score.value = 0f;
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RewardData.itemid = m_Data.n_RewardID;
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RewardData.amount = m_Data.n_RewardAmount;
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rewardCard.Set(RewardData);
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}
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}
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using System.Collections.Generic;
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public class WaveRewardUI : uScrollViewMgr
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{
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public TabUIBase m_Tab;
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List<TabUIData> list_tabData = new List<TabUIData>();
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public override void Set()
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{
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if (list_tabData.Count == 0)
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for (int i = 0; i < table_waverewardlist.Ins.MaxDiff; i++)
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|
list_tabData.Add(new TabUIData { btnName = (i + 1).ToString(), onClick = OnClick_Tab });
|
||||||
|
|
||||||
|
base.Set();
|
||||||
|
m_Tab.Set(list_tabData);
|
||||||
|
OnClick_Tab();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnClick_Tab()
|
||||||
|
{
|
||||||
|
Set_ScrollView(table_waverewardlist.Ins.Get_DataList(m_Tab.Get_Index() + 1));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7b8a0c3d6619713479da927202299ccd
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
|
@ -15,6 +15,7 @@ public class MapChoiceUI_Dungeon : uScrollViewMgr
|
||||||
public TextMeshProUGUI[] texts_maze; // 0 랭킹, 1 최고 층수
|
public TextMeshProUGUI[] texts_maze; // 0 랭킹, 1 최고 층수
|
||||||
public TabUIBase tab_NightmareDiff; // 악몽의 시련 난이도
|
public TabUIBase tab_NightmareDiff; // 악몽의 시련 난이도
|
||||||
public TextMeshProUGUI[] texts_wave; // 0 웨이브 난이도, 1 웨이브 최고 점수
|
public TextMeshProUGUI[] texts_wave; // 0 웨이브 난이도, 1 웨이브 최고 점수
|
||||||
|
public WaveRewardUI m_WaveRewardUI; // 웨이브 보상 정보
|
||||||
|
|
||||||
List<eDungeon> dungeons = new List<eDungeon> { eDungeon.d1_Mimic, eDungeon.d2_Maze, eDungeon.d3_Nightmare, eDungeon.d4_Wave };
|
List<eDungeon> dungeons = new List<eDungeon> { eDungeon.d1_Mimic, eDungeon.d2_Maze, eDungeon.d3_Nightmare, eDungeon.d4_Wave };
|
||||||
List<TabUIData> list_NightmareTabData = new List<TabUIData>
|
List<TabUIData> list_NightmareTabData = new List<TabUIData>
|
||||||
|
|
@ -159,4 +160,9 @@ public class MapChoiceUI_Dungeon : uScrollViewMgr
|
||||||
{
|
{
|
||||||
MyValue.MyChoiceMapData.n_Difficult = tab_NightmareDiff.Get_Index() + 1;
|
MyValue.MyChoiceMapData.n_Difficult = tab_NightmareDiff.Get_Index() + 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void OnClick_WaveReward()
|
||||||
|
{
|
||||||
|
m_WaveRewardUI.Set();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
Loading…
Reference in New Issue