using TMPro; using UnityEngine; public class PCLimit_StatInfo : MonoBehaviour { public TextMeshProUGUI[] texts_stat_title, texts_stat_value; private void Start() { texts_stat_title[0].text = MyText.Get_StatName(eStat.Monster_DMG_Multiplier); texts_stat_title[1].text = MyText.Get_StatName(eStat.BOSS_DMG_Multiplier); texts_stat_title[2].text = MyText.Get_StatName(eStat.ALL_STAT_Multiplier); texts_stat_title[3].text = table_localtext.Ins.Get_Text(260); texts_stat_title[4].text = table_localtext.Ins.Get_Text(343); } protected void Set(BreakingLimitTableData data) { if (DSUtil.CheckNull(data)) { for (int i = 0; i < texts_stat_title.Length; i++) texts_stat_title[i].text = ""; for (int i = 0; i < texts_stat_value.Length; i++) texts_stat_value[i].text = ""; texts_stat_title[0].text = table_localtext.Ins.Get_Text(261); } else { Start(); texts_stat_value[0].text = data.Get_StatValue(eStat.Monster_DMG_Multiplier).ToString(); texts_stat_value[1].text = data.Get_StatValue(eStat.BOSS_DMG_Multiplier).ToString(); texts_stat_value[2].text = data.Get_StatValue(eStat.ALL_STAT_Multiplier).ToString(); texts_stat_value[3].text = data.n_Equip_Upgrade_Limit.ToString(); texts_stat_value[4].text = data.n_MaxAbilityPoint.ToString(); } } }