using System.Collections; using System.Collections.Generic; using UnityEngine; public class EquipmentLeftCard : CardBase { List sprites = new List(); // 0 등급, 1 아이콘 ItemData m_ItemData; private void Awake() { sprites.Add(transform.GetChild(0).GetComponent()); sprites.Add(transform.GetChild(1).GetComponent()); } public override void Set(T _base) { base.Set(_base); m_ItemData = _base as ItemData; if (m_ItemData.Get_ID() > 0) { sprites[0].spriteName = DSUtil.Get_GradeSpriteName(m_ItemData.Grade); sprites[1].spriteName = m_ItemData.IconInfo.Icon; } else { sprites[1].spriteName = "empty"; switch (m_ItemData.ItemType) { case eItem.Weapon: case eItem.Ring: case eItem.Necklace: case eItem.Extra: case eItem.Fairy: case eItem.WeaponCostume: sprites[0].spriteName = "empty_slot_equipment"; break; case eItem.Skill: sprites[0].spriteName = "empty_slot_magic"; break; } } } public void OnClick_EquipItem() { if (m_ItemData != null && m_ItemData.Get_ID() > 0) Content_Equipment.Ins.Select_Card(m_ItemData); } }