public class PCAbilityUI : PCUIMenu { public static PCAbilityUI Ins; private void Awake() { Ins = this; } public PCAbilityUI_Left m_PCAbilityUI_Left; public PCAbilityUI_Scrollview m_PCAbilityUI_Scrollview; public PCAbilityLvUpUI m_PCAbilityLvUpUI; eBattleType CurType = eBattleType.Shield; public override void Set() { base.Set(); NewGameUI.Ins.m_PCUI.Set_Money(table_GlobalValue.Ins.Get_Int("n_AbilityMaterialID"), 1); m_PCAbilityUI_Left.Set_UI(); m_PCAbilityUI_Scrollview.Set(CurType); } public void Set_UI() { m_PCAbilityUI_Scrollview.Set_UI(); } public void Set(eBattleType battleType) { CurType = battleType; Set(); } public void OnClick_Reset() { ResetUI.Ins.Set(table_localtext.Ins.Get_Text(237) , 1, 100, () => { var sdata = ServerInfo.Ins.m_ServerData; if (!sdata.CanInitAbility(CurType)) { ToastUI.Ins.Set(999900036); return; } if (sdata.Check_ItemAmount(1, 100)) { ServerInfo.Ins.Save_PC_AbilityInit(CurType, () => { sdata.Init_Ability(CurType); MyValue.Get_ActorStatInfoorNull(eRole.PC); Set_UI(); sdata.Add_MissionCount(ePurpose.HERO_ABILITY_RESET_ACC); }); } }); } }