using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.UI; public class BuffCard : CardBase { public Image sprite_buff; public TextMeshProUGUI label_time; public GameObject go_on; static List list_spritename = new List { "skill-image-1", "skill-image-2", "skill-image-3" }; int m_Index; private void Awake() { Act_Repeat_for1sec = Set_Time; } public override void Set(T _base) { base.Set(_base); m_Index = int.Parse(_base.ToString()); sprite_buff.sprite = UIAtlasMgr.Ins.Get_Sprite(list_spritename[m_Index]); go_on.SetActive(ServerInfo.Ins.m_ServerData.Buff.isInfinity()); Set_Time(); } void Set_Time() { var sdata = ServerInfo.Ins.m_ServerData; if (sdata.Buff.isInfinity()) { Act_Repeat_for1sec = null; label_time.text = ""; } else { var time = ServerInfo.Ins.m_ServerData.Buff.Get_RemainTime(m_Index); label_time.text = DSUtil.Get_TimeText_MS(time); if (time > 0) { if (!go_on.activeInHierarchy) go_on.SetActive(true); } else { if (go_on.activeInHierarchy) { label_time.text = ""; go_on.SetActive(false); MyValue.Get_ActorStatInfoorNull(eRole.PC); } } } } }