using System.Collections.Generic; using TMPro; public class PCAbilityUI_Left : uScrollViewMgr { public TextMeshProUGUI[] texts; // 0 무기 타입, 1 획득한 특성 갯수 //public Slider slider_amount; List list = new List { eBattleType.Shield, eBattleType.OneHand, eBattleType.Bow, eBattleType.Staff, eBattleType.TwoHand, eBattleType.DualWeapon }; AbilityWeaponTypeCard SelectBattleTypeCard; private void Start() { Set_ScrollView(list); (list_CardBase[0] as AbilityWeaponTypeCard).OnClick_BattleType(); } public void Set(AbilityWeaponTypeCard battleTypeCard) { if (!DSUtil.CheckNull(SelectBattleTypeCard)) SelectBattleTypeCard.Set_Selected(false); SelectBattleTypeCard = battleTypeCard; SelectBattleTypeCard.Set_Selected(true); Set_UI(); } public override void Set_UI() { var battleType = DSUtil.CheckNull(SelectBattleTypeCard) ? eBattleType.Shield : SelectBattleTypeCard.Get_BattleType(); var sdata = ServerInfo.Ins.m_ServerData; texts[0].text = battleType.ToString(); var lst = table_abilityconfig.Ins.Get_DataList(battleType); var count = sdata.Get_ObtainAbility(lst); texts[1].text = $"{count}/{lst.Count}"; //slider_amount.value = DSUtil.Get_SliderValue((float)count / lst.Count); } }