using TMPro; using UnityEngine; public class SkillAwakenCard : CardBase { public TextMeshProUGUI[] texts; // 0 1 각성 효과 설명 public GameObject[] gos_star; public GameObject[] gos_lockopen; // 0 잠금, 1 오픈 SkillAwakenData m_Data; public override void Set(T _base) { base.Set(_base); m_Data = _base as SkillAwakenData; var sdata = ServerInfo.Ins.m_ServerData; var awakenData = table_skillawakenconfig.Ins.Get_Data_orNull(m_Data.m_SkillData.n_SkillID, m_Data.m_Step); texts[0].text = texts[1].text = DSUtil.CheckNull(awakenData) ? "no awaken data" : awakenData.Get_Desc(); gos_star[0].SetActive(true); gos_star[1].SetActive(m_Data.m_Step > 1); gos_star[2].SetActive(m_Data.m_Step > 2); bool isLock = sdata.Get_SkillAwakenLv(m_Data.m_SkillData.n_SkillID) < m_Data.m_Step; DSUtil.InActivateGameObjects(gos_lockopen, isLock ? 0 : 1); } } public class SkillAwakenData { public SkillListTableData m_SkillData; public int m_Step; }