코스튬 완료
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m_AnchoredPosition: {x: -282.2, y: -14.859985}
|
m_AnchoredPosition: {x: -282.2, y: -16.590027}
|
||||||
m_SizeDelta: {x: 564.4, y: 622.31}
|
m_SizeDelta: {x: 564.4, y: 618.85}
|
||||||
m_Pivot: {x: 0.5, y: 0.5}
|
m_Pivot: {x: 0.5, y: 0.5}
|
||||||
--- !u!222 &1903587635836921722
|
--- !u!222 &1903587635836921722
|
||||||
CanvasRenderer:
|
CanvasRenderer:
|
||||||
|
|
|
||||||
|
|
@ -43,10 +43,10 @@ public class PCInfoUI_Center : UI3DModel
|
||||||
RawImage_costume.texture = handle.Result;
|
RawImage_costume.texture = handle.Result;
|
||||||
});
|
});
|
||||||
|
|
||||||
//Set_3DModel($"Assets/Res_Addr/PC/{costumeData.s_Prefab}.prefab", tr =>
|
Set_3DModel($"Assets/Res_Addr/PC/{costumeData.s_Prefab}.prefab", tr =>
|
||||||
//{
|
{
|
||||||
// tr.GetComponent<PCActor>().Set_Obj();
|
tr.GetComponent<PCActor>().Set_Obj();
|
||||||
//});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
gos[0].SetActive(CanEquip());
|
gos[0].SetActive(CanEquip());
|
||||||
|
|
|
||||||
|
|
@ -1,10 +1,13 @@
|
||||||
using TMPro;
|
using TMPro;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
public class PCInfoUI_CollectionCard : CardBase
|
public class PCInfoUI_CollectionCard : CardBase
|
||||||
{
|
{
|
||||||
|
public CanvasGroup m_canvasGroup;
|
||||||
public PCInfoUI_CollectionCard_Scroll m_Scroll;
|
public PCInfoUI_CollectionCard_Scroll m_Scroll;
|
||||||
public TextMeshProUGUI[] texts; // 0 이름, 1 능력치
|
public TextMeshProUGUI[] texts; // 0 이름, 1 능력치, 2 수집효과
|
||||||
|
public Image[] images; // 0 수집효과
|
||||||
public GameObject[] gos; // 0 잠금
|
public GameObject[] gos; // 0 잠금
|
||||||
|
|
||||||
public override void Set<T>(T _base)
|
public override void Set<T>(T _base)
|
||||||
|
|
@ -14,8 +17,42 @@ public class PCInfoUI_CollectionCard : CardBase
|
||||||
var sdata = ServerInfo.Ins.m_ServerData;
|
var sdata = ServerInfo.Ins.m_ServerData;
|
||||||
texts[0].text = table_localtext.Ins.Get_Text(data.n_CollectionName);
|
texts[0].text = table_localtext.Ins.Get_Text(data.n_CollectionName);
|
||||||
texts[1].text = MyText.Get_StatNameValueText(data.e_Stat, data.n_StatValue);
|
texts[1].text = MyText.Get_StatNameValueText(data.e_Stat, data.n_StatValue);
|
||||||
gos[0].SetActive(!data.IsCollection(sdata));
|
|
||||||
m_Scroll.Set(data.list_CostumeID);
|
m_Scroll.Set(data.list_CostumeID);
|
||||||
|
|
||||||
|
var obtaincount = Get_ObtainCostumeCount(data);
|
||||||
|
if (obtaincount == data.list_CostumeID.Count)
|
||||||
|
{ // 모두 가지고 있음
|
||||||
|
m_canvasGroup.alpha = 1f;
|
||||||
|
gos[0].SetActive(false);
|
||||||
|
images[0].sprite = UIAtlasMgr.Ins.Get_Sprite("button unlock");
|
||||||
|
texts[2].color = new Color32(73, 41, 23, 255);
|
||||||
|
}
|
||||||
|
else if (obtaincount > 0)
|
||||||
|
{ // 일부 가지고 있음
|
||||||
|
m_canvasGroup.alpha = 1f;
|
||||||
|
gos[0].SetActive(true);
|
||||||
|
images[0].sprite = UIAtlasMgr.Ins.Get_Sprite("button lock");
|
||||||
|
texts[2].color = Color.white;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{ // 아무것도 없음
|
||||||
|
m_canvasGroup.alpha = 0.5f;
|
||||||
|
gos[0].SetActive(true);
|
||||||
|
images[0].sprite = UIAtlasMgr.Ins.Get_Sprite("button lock");
|
||||||
|
texts[2].color = Color.white;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int Get_ObtainCostumeCount(PCCostumeCollectionListTableData data)
|
||||||
|
{
|
||||||
|
int count = 0;
|
||||||
|
var sdata = ServerInfo.Ins.m_ServerData;
|
||||||
|
for (int i = 0; i < data.list_CostumeID.Count; i++)
|
||||||
|
{
|
||||||
|
if (sdata.IsObtainItem(data.list_CostumeID[i]))
|
||||||
|
++count;
|
||||||
|
}
|
||||||
|
return count;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SelectCard_MyCostume()
|
public void SelectCard_MyCostume()
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue