using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class PCAbilityUI : PCUIMenu { public static PCAbilityUI Ins; private void Awake() { Ins = this; } public PCAbilityUI_Left m_PCAbilityUI_Left; public PCAbilityUI_Scrollview m_PCAbilityUI_Scrollview; public PCAbilityLvUpUI m_PCAbilityLvUpUI; public AbilityResetUI m_AbilityResetUI; eBattleType CurType = eBattleType.Shield; public override void Set() { base.Set(); NewGameUI.Ins.m_PCUI.Set_Money(table_GlobalValue.Ins.Get_Int("n_AbilityMaterialID"), 0); m_PCAbilityUI_Left.Set(CurType); m_PCAbilityUI_Scrollview.Set(CurType); } public void Set_UI() { m_PCAbilityUI_Scrollview.Set_UI(); } public void Set(eBattleType battleType) { CurType = battleType; Set(); } public void OnClick_Reset() { m_AbilityResetUI.Set(CurType, () => { var sdata = ServerInfo.Ins.m_ServerData; sdata.Init_Ability(CurType); MyValue.Get_ActorStatInfoorNull(eRole.PC); Set(); }); } }