using TMPro; using UnityEngine; using UnityEngine.UI; public class EquipmentItemPopup : EquipmentPopupItemInfoBase { public RectTransform m_childrect; public EquipItemEnchantOption m_EquipItemEnchantOption; // 0 숙련 보너스%, 1 주능력치 이름, 2 주능력치값, 3 숙련도 레벨, 4 숙련도 능력치 이름, 5 숙련도 전, 6 비용, 7 숙련도 후 public TextMeshProUGUI[] texts; public Image[] images; // 0 인챈트 스크롤 EquipmentSlotUpgradeTableData m_ESUTD; EquipItemData m_EquipItemData = new EquipItemData(); Vector2 v3_childpos; protected override void Awake() { base.Awake(); v3_childpos = m_childrect.anchoredPosition; } public override void Set(EquipmentListTableData data) { if (DSUtil.CheckNull(data)) return; base.Set(data); Set_Position(true); Set_ItemInfo(); m_ESUTD = table_equipslotupgrade.Ins.Get_Data(m_Data.e_EquipParts, m_Data.e_EquipAttribute); Set_UI(); } void Set_UI() { var sdata = ServerInfo.Ins.m_ServerData; m_EquipItemData.id = m_Data.n_EquipID; m_EquipItemData.itemType = m_ItemData.e_ItemType; m_Card.Set(m_EquipItemData); m_Card.Set_CardType(eUICardType.UIEquip); texts[0].text = $"{m_SD_Slot.Lv * m_ESUTD.f_LevelPerValue}%"; texts[1].text = texts[4].text = MyText.Get_StatName(m_ESUTD.e_OptionType); var curmain = m_ESUTD.Get_MainStatValue(m_SD_Slot.Lv); var nextmain = m_ESUTD.Get_MainStatValue(m_SD_Slot.Lv + 1); var curmainText = MyText.Get_StatValueText(m_ESUTD.e_OptionType, curmain); var nextmainText = MyText.Get_StatValueText(m_ESUTD.e_OptionType, nextmain - curmain); texts[2].text = $"{curmainText}+{nextmainText}"; texts[3].text = $"Lv.{m_SD_Slot.Lv}"; texts[5].text = $"{curmainText}%"; texts[7].text = $"{MyText.Get_StatValueText(m_ESUTD.e_OptionType, curmain + nextmain - curmain)}%"; texts[6].text = NumberFormatter.FormatNumber(Get_Price()); m_EquipItemEnchantOption.Set(m_SD_Slot); } int Get_Price() { return (int)(m_ESUTD.n_DefaultValuePrice + m_SD_Slot.Lv + m_ESUTD.f_LevelPerValuePrice); } public eItem Get_Parts() { return m_Data.e_EquipParts; } public void OnClick_Reinforce() { var sdata = ServerInfo.Ins.m_ServerData; var price = Get_Price(); if (sdata.Check_ItemAmount(m_ESUTD.n_ConsumeGoodsID, price)) { sdata.Use_Item(m_ESUTD.n_ConsumeGoodsID, price); sdata.Add_SlotLv(m_ESUTD.e_EquipParts, price); Set_UI(); MyValue.Get_ActorStatInfoorNull(eRole.PC); sdata.Add_MissionCount(ePurpose.EQUIP_SLOT_UPGRADE_ALL); sdata.Add_MissionCount(ePurpose.EQUIP_SLOT_UPGRADE_ACC); } } public void OnClick_ReinforceReset() { ServerInfo.Ins.m_ServerData.Init_SlotLv(m_ESUTD.e_EquipParts, m_ESUTD.n_ConsumeGoodsID); Set_UI(); } public override void OnClick_Back() { base.OnClick_Back(); NewGameUI.Ins.m_EquipmentUI.m_EquipmentUI_Enchant.Set_UI(); } public void Set_Position(bool right) { // 위치 조절 (좌우) m_childrect.anchoredPosition = right ? v3_childpos : new Vector2(v3_childpos.x - m_childrect.sizeDelta.x, v3_childpos.y); } }