using TMPro; using UnityEngine.UI; public class FarmSelectEnchantCard : CardBase { public Image[] images; // 0 인챈트 public TextMeshProUGUI[] texts; // 0 이름, 1 열매, 2 인챈트 수량 EnchantListTableData m_Data; public override void Set(T _base) { base.Set(_base); m_Data = _base as EnchantListTableData; var sdata = ServerInfo.Ins.m_ServerData; var amount = sdata.Get_EnchantAmount(m_Data.n_EnchantID); images[0].sprite = UIAtlasMgr.Ins.Get_Sprite(m_Data.n_EnchantID); texts[0].text = m_Data.Get_Name(); texts[1].text = m_Data.Get_FruitName(); texts[2].text = DSUtil.Format(204, amount); } public void OnClick_Select() { var sdata = ServerInfo.Ins.m_ServerData; var seedid = table_GlobalValue.Ins.Get_Int("n_FarmSeedID"); var needamount = table_GlobalValue.Ins.Get_Int("n_FarmPlantingSeedAmount"); if (sdata.Check_ItemAmount(seedid, needamount) && sdata.Check_ItemAmount(m_Data.n_EnchantID, needamount)) { sdata.Use_Item(seedid, needamount); sdata.Use_Item(m_Data.n_EnchantID, needamount); // 농장 슬롯에 등급과 시간 추가 var slotdata = FarmSelectEnchantUI.Ins.Get_SlotData(); var Tdata = table_harvestconfig.Ins.Get_RandomData(); var ainfo = MyValue.Get_ActorStatInfoorNull(eRole.PC, false); var harvestTime = Tdata.n_HarvestTime - Tdata.n_HarvestTime * ainfo.Get_Stat(eStat.ReduceHarvestTime); sdata.Set_FarmSlot(slotdata.Slot, Tdata.n_Grade, harvestTime, m_Data.n_EnchantID); FarmSlotUI.Ins.Set(); FarmSelectEnchantUI.Ins.OnClick_Back(); ToastUI.Ins.Set(165); } } }