using UnityEngine; using UnityEngine.UI; public class IngameBuffDebuffCard : CardBase { public Image i_icon, i_cooltime; IngameBuffDebuffData m_Data; float f_MaxTime; public override void Set(T _base) { base.Set(_base); m_Data = _base as IngameBuffDebuffData; i_icon.sprite = UIAtlasMgr.Ins.Get_Sprite(m_Data.s_Icon); i_cooltime.fillAmount = 0f; f_MaxTime = m_Data.f_Time; } private void Update() { m_Data.f_Time -= Time.deltaTime; i_cooltime.fillAmount = m_Data.f_Time / f_MaxTime; if (m_Data.f_Time <= 0f) gameObject.SetActive(false); } } public class IngameBuffDebuffData { public string s_Icon; public float f_Time; }