영웅관리 - 특성
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@ -5,7 +5,7 @@ using UnityEngine.UI;
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public class PCAbilityCard : CardBase
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public class PCAbilityCard : CardBase
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{
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{
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public Image[] images; // 0 아이콘
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public Image[] images; // 0 아이콘
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public TextMeshProUGUI[] texts; // 0 레벨
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public TextMeshProUGUI[] texts; // 0 레벨, 1 테스트 코드
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public RectTransform[] tfs_line; // 0 가로1 (→), 1 세로 (↑), 2 가로2 (↑→), 3 세로 (↓), 4 가로2 (↓→)
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AbilityConfigTableData m_Data;
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AbilityConfigTableData m_Data;
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@ -39,6 +39,10 @@ public class PCAbilityCard : CardBase
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images[0].enabled = true;
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images[0].enabled = true;
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images[0].sprite = UIAtlasMgr.Ins.Get_Sprite(m_Data.n_AbilityID);
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images[0].sprite = UIAtlasMgr.Ins.Get_Sprite(m_Data.n_AbilityID);
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texts[0].text = $"{sdata.Get_AbilityLv(m_Data.n_AbilityID)}/{m_Data.n_MaxUpgradeLevel}";
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texts[0].text = $"{sdata.Get_AbilityLv(m_Data.n_AbilityID)}/{m_Data.n_MaxUpgradeLevel}";
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texts[1].text = "";
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#if UNITY_EDITOR
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texts[1].text = $"{m_Data.n_AbilityStep},{m_Data.n_AbilityOrder}";
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#endif
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}
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}
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public void ConnectNodes()
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public void ConnectNodes()
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@ -50,38 +54,44 @@ public class PCAbilityCard : CardBase
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var requires = table_abilityconfig.Ins.Get_RequireDataList(m_Data.n_AbilityID);
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var requires = table_abilityconfig.Ins.Get_RequireDataList(m_Data.n_AbilityID);
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for (int i = 0; i < requires.Count; i++)
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for (int i = 0; i < requires.Count; i++)
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Set_Connect(requires[i]);
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Set_Connect(i, requires[i]);
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}
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}
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void Set_Connect(AbilityConfigTableData requiredata)
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void Set_Connect(int index, AbilityConfigTableData requiredata)
|
||||||
{
|
{
|
||||||
var step = requiredata.n_AbilityStep - m_Data.n_AbilityStep;
|
|
||||||
if (requiredata.n_AbilityOrder == m_Data.n_AbilityOrder)
|
|
||||||
{ // 옆으로
|
|
||||||
tfs_line[0].gameObject.SetActive(true);
|
tfs_line[0].gameObject.SetActive(true);
|
||||||
|
var widthindex = index == 0 ? 2 : 4;
|
||||||
|
|
||||||
|
var step = requiredata.n_AbilityStep - m_Data.n_AbilityStep; // 값이 최소 1
|
||||||
|
var order = requiredata.n_AbilityOrder - m_Data.n_AbilityOrder; // 값이 -2 ~ 2 까지
|
||||||
|
var updown = Mathf.Abs(order);
|
||||||
|
if (order == 0)
|
||||||
|
{ // 옆으로
|
||||||
tfs_line[0].sizeDelta = new Vector2(step * 327.5f, tfs_line[0].sizeDelta.y);
|
tfs_line[0].sizeDelta = new Vector2(step * 327.5f, tfs_line[0].sizeDelta.y);
|
||||||
}
|
}
|
||||||
else if (requiredata.n_AbilityOrder < m_Data.n_AbilityOrder)
|
else if (order < 0)
|
||||||
{ // 위로
|
{ // 위로
|
||||||
tfs_line[0].gameObject.SetActive(true);
|
|
||||||
tfs_line[0].sizeDelta = new Vector2(168.8f, tfs_line[0].sizeDelta.y);
|
tfs_line[0].sizeDelta = new Vector2(168.8f, tfs_line[0].sizeDelta.y);
|
||||||
|
|
||||||
tfs_line[1].gameObject.SetActive(true);
|
tfs_line[1].gameObject.SetActive(true);
|
||||||
tfs_line[1].anchoredPosition = new Vector2(163.75f, 0f);
|
tfs_line[1].anchoredPosition = new Vector2(163.75f, -5f);
|
||||||
|
tfs_line[1].sizeDelta = new Vector2(updown * 195f, tfs_line[1].sizeDelta.y);
|
||||||
|
|
||||||
tfs_line[2].gameObject.SetActive(true);
|
tfs_line[widthindex].gameObject.SetActive(true);
|
||||||
tfs_line[2].sizeDelta = new Vector2(step * 327.5f - 163.75f, tfs_line[3].sizeDelta.y);
|
tfs_line[widthindex].anchoredPosition = new Vector2(159f, updown * 190f);
|
||||||
|
tfs_line[widthindex].sizeDelta = new Vector2(step * 327.5f - 163.75f, tfs_line[widthindex].sizeDelta.y);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{ // 아래로
|
{ // 아래로
|
||||||
tfs_line[0].gameObject.SetActive(true);
|
|
||||||
tfs_line[0].sizeDelta = new Vector2(168.8f, tfs_line[0].sizeDelta.y);
|
tfs_line[0].sizeDelta = new Vector2(168.8f, tfs_line[0].sizeDelta.y);
|
||||||
|
|
||||||
tfs_line[3].gameObject.SetActive(true);
|
tfs_line[3].gameObject.SetActive(true);
|
||||||
tfs_line[3].anchoredPosition = new Vector2(163.75f, 0f);
|
tfs_line[3].anchoredPosition = new Vector2(163.75f, 5f);
|
||||||
|
tfs_line[3].sizeDelta = new Vector2(updown * 195f, tfs_line[3].sizeDelta.y);
|
||||||
|
|
||||||
tfs_line[4].gameObject.SetActive(true);
|
tfs_line[widthindex].gameObject.SetActive(true);
|
||||||
tfs_line[4].sizeDelta = new Vector2(step * 327.5f - 163.75f, tfs_line[3].sizeDelta.y);
|
tfs_line[widthindex].anchoredPosition = new Vector2(159f, updown * -190f);
|
||||||
|
tfs_line[widthindex].sizeDelta = new Vector2(step * 327.5f - 163.75f, tfs_line[widthindex].sizeDelta.y);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -75,9 +75,9 @@ Material:
|
||||||
- _OutlineWidth: 0.6
|
- _OutlineWidth: 0.6
|
||||||
- _PerspectiveFilter: 0.875
|
- _PerspectiveFilter: 0.875
|
||||||
- _Reflectivity: 10
|
- _Reflectivity: 10
|
||||||
- _ScaleRatioA: 0.47407407
|
- _ScaleRatioA: 0.8
|
||||||
- _ScaleRatioB: 0.65
|
- _ScaleRatioB: 0.65
|
||||||
- _ScaleRatioC: 0.25
|
- _ScaleRatioC: 0.69
|
||||||
- _ScaleX: 1
|
- _ScaleX: 1
|
||||||
- _ScaleY: 1
|
- _ScaleY: 1
|
||||||
- _ShaderFlags: 0
|
- _ShaderFlags: 0
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue