using System.Collections; using System.Collections.Generic; using UnityEngine; public class ChapterTabCard : CardBase { public GameObject[] gos_onoff; public UILabel label_chapter; public GameObject go_noti; public int Chapter { get; private set; } public override void Set(T _base) { base.Set(_base); var std = _base as BattleMapConfigTableData; Chapter = std.n_Chapter; label_chapter.text = Chapter.ToString(); //go_noti.SetActive(std.ui == 1 && ServerInfo.Ins.m_ServerData.CanGet_MissionAchi(Chapter)); } public void Set_OnOff(int _chapter) { if (Chapter == _chapter) DSUtil.InActivateGameObjects(gos_onoff, 0); else DSUtil.InActivateGameObjects(gos_onoff, 1); } public void OnClick_Chapter() { if (GameUI.Ins.LobbyUI.Get_RankUI().gameObject.activeInHierarchy) GameUI.Ins.LobbyUI.Get_RankUI().Set_TimeAttack(Chapter); //else if (GameUI.Ins.LobbyUI.Get_MissionUI().gameObject.activeInHierarchy) // GameUI.Ins.LobbyUI.Get_MissionUI().gos_contents[2].GetComponent().Set_UI(Chapter); } }