using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.UI; public class CollectionRelicUI_Info : MonoBehaviour { public Image[] images; // 0 유물 public TextMeshProUGUI[] texts; // 0 이름, 1 갯수, 2 등급, 3 설명, 4 강화 효과, 5 성급 효과, 6 lv public Transform tf_starParent; public GameObject go_star; List list_star = new List(); public void Set(RelicListTableData data) { if (list_star.Count == 0) { var maxstar = table_GlobalValue.Ins.Get_Int("n_RelicMaxStar"); for (int i = 0; i < maxstar; i++) list_star.Add(DSUtil.Get_Clone(go_star, tf_starParent)); } var sdata = ServerInfo.Ins.m_ServerData; var star = sdata.Get_RelicStar(data.n_RelicID); var lv = sdata.Get_RelicLv(data.n_RelicID); var upgradeData = table_relicupgradecost.Ins.Get_Data(lv); var lvData = table_optionconfig.Ins.Get_Data(data.n_DefaultOptionID); var starData = table_optionconfig.Ins.Get_Data(data.n_StarOptionID); for (int i = 0; i < list_star.Count; i++) list_star[i].SetActive(star > i); images[0].sprite = UIAtlasMgr.Ins.Get_Sprite(data.n_RelicID); texts[0].text = data.Get_Name(); texts[1].text = $"x{sdata.Get_ItemAmount(data.n_RelicID)}"; texts[2].text = table_itemlist.Ins.Get_GradeName(data.n_RelicID); texts[3].text = data.Get_Desc(); texts[4].text = MyText.Get_StatNameValueText(lvData.e_OptionType, lvData.Get_Value(lv)); texts[5].text = MyText.Get_StatNameValueText(starData.e_OptionType, starData.Get_Value(star)); texts[6].text = DSUtil.Format(289, lv); } }