using System.Collections; using System.Collections.Generic; using UnityEngine; public class IngameObtainUI : ScrollViewArrMgr { public UILabel[] labels; // 0 챕터, 1 골드, 2 경험치, 3 진행시간, 4 아이템 개수 public override void Set() { Set_Chapter(); // 골드, 경험치 등 labels[1].text = NumberFormatter.FormatNumber(GameUI.Ins.IngameUI.m_StageResult.Get_Gold()); labels[2].text = NumberFormatter.FormatNumber(GameUI.Ins.IngameUI.m_StageResult.Get_Exp()); //labels[3].text = DSUtil.Get_TimeText_MSms(InGameInfo.Ins.m_Time); // 획득 아이템 Set_Item(); // 획득 스킬 Set_Skill(); } public void Set_Chapter() { labels[0].text = DSUtil.Format("{0} Map{1}", MyValue.MyChoiceMapData.n_Difficult, MyValue.MyChoiceMapData.n_MapID); } public void Set_Gold(double gold) { labels[1].text = NumberFormatter.FormatNumber(gold); } public void Set_Exp(double exp) { labels[2].text = NumberFormatter.FormatNumber(exp); } public void Set_Item() { var items = InGameInfo.Ins.Get_ObtainItems(); Set_ScrollView(0, items, true); labels[4].text = DSUtil.Format("획득 아이템({0})", items.Count); } public void Set_Skill() { var skills = InGameInfo.Ins.Get_SelectSkillDatas(); var ssdatas = new List(); foreach (var item in skills) ssdatas.Add(table_selectskill.Ins.Get_Data(item.Key)); Set_ScrollView(1, ssdatas, true); } }