using TMPro; using UnityEngine; using UnityEngine.UI; public class PCInfoUI_CollectionCard : CardBase { public CanvasGroup m_canvasGroup; public PCInfoUI_CollectionCard_Scroll m_Scroll; public TextMeshProUGUI[] texts; // 0 이름, 1 능력치, 2 수집효과 public Image[] images; // 0 수집효과 public GameObject[] gos; // 0 잠금 public override void Set(T _base) { base.Set(_base); var data = _base as PCCostumeCollectionListTableData; var sdata = ServerInfo.Ins.m_ServerData; texts[0].text = table_localtext.Ins.Get_Text(data.n_CollectionName); texts[1].text = MyText.Get_StatNameValueText(data.e_Stat, data.n_StatValue); m_Scroll.Set(data.list_CostumeID); var obtaincount = Get_ObtainCostumeCount(data); if (obtaincount == data.list_CostumeID.Count) { // 모두 가지고 있음 m_canvasGroup.alpha = 1f; gos[0].SetActive(false); images[0].sprite = UIAtlasMgr.Ins.Get_Sprite("button unlock"); texts[2].color = new Color32(73, 41, 23, 255); } else if (obtaincount > 0) { // 일부 가지고 있음 m_canvasGroup.alpha = 1f; gos[0].SetActive(true); images[0].sprite = UIAtlasMgr.Ins.Get_Sprite("button lock"); texts[2].color = Color.white; } else { // 아무것도 없음 m_canvasGroup.alpha = 0.5f; gos[0].SetActive(true); images[0].sprite = UIAtlasMgr.Ins.Get_Sprite("button lock"); texts[2].color = Color.white; } } int Get_ObtainCostumeCount(PCCostumeCollectionListTableData data) { int count = 0; var sdata = ServerInfo.Ins.m_ServerData; for (int i = 0; i < data.list_CostumeID.Count; i++) { if (sdata.IsObtainItem(data.list_CostumeID[i])) ++count; } return count; } public void SelectCard_MyCostume() { m_Scroll.SelectCard_MyCostume(ServerInfo.Ins.m_ServerData.Get_EqiupmentEquip(eItem.PCCostume)); } }