using TMPro; using UnityEngine; using UnityEngine.UI; public class EquipItemEnchantOptionCard : CardBase { public Image[] images; // 0 등급, 1 bg public TextMeshProUGUI[] texts; // 0 등급, 1 옵션, 2 오픈 조건 public GameObject go_lock; EnchantCardData m_EnchantCardData; public override void Set(T _base) { base.Set(_base); m_EnchantCardData = _base as EnchantCardData; if (IsOpen()) { go_lock.SetActive(false); if (m_EnchantCardData.EnchantData.Lv > 0) { // 옵션이 존재 var egcData = table_enchantgradeconfig.Ins.Get_Data_bylv(m_EnchantCardData.EnchantData.Lv); texts[0].text = egcData.n_EnchantGrade.ToString(); var upgradeData = table_optionconfig.Ins.Get_Data(m_EnchantCardData.EnchantData.ID); texts[1].text = MyText.Get_StatNameValueText(upgradeData.e_OptionType, m_EnchantCardData.EnchantData.Get_Value()); } else { // 오픈되었으나 비어있음 texts[0].text = "0"; texts[1].text = table_localtext.Ins.Get_Text(203); } } else go_lock.SetActive(true); } public void OnClick_Enchant() { PopupMgr.Ins.m_EquipmentItemPopup.Set_Position(false); // 팝업을 왼쪽으로 보낸다. NewGameUI.Ins.m_EquipmentUI.OnClick_Button(); // 인챈트 리스트 표시 EquipmentEnchantCard.Select_EnchantCardData = m_EnchantCardData; } bool IsOpen() { switch (m_EnchantCardData.Index) { case 0: texts[2].text = DSUtil.Format(202, table_GlobalValue.Ins.Get_Int("EnchantOpenLv1")); return m_EnchantCardData.SlotLv >= table_GlobalValue.Ins.Get_Int("EnchantOpenLv1"); case 1: texts[2].text = DSUtil.Format(202, table_GlobalValue.Ins.Get_Int("EnchantOpenLv2")); return m_EnchantCardData.SlotLv >= table_GlobalValue.Ins.Get_Int("EnchantOpenLv2"); case 2: texts[2].text = DSUtil.Format(202, table_GlobalValue.Ins.Get_Int("EnchantOpenLv3")); return m_EnchantCardData.SlotLv >= table_GlobalValue.Ins.Get_Int("EnchantOpenLv3"); case 3: texts[2].text = DSUtil.Format(202, table_GlobalValue.Ins.Get_Int("EnchantOpenLv4")); return m_EnchantCardData.SlotLv >= table_GlobalValue.Ins.Get_Int("EnchantOpenLv4"); } return false; } }