using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; public class SkillCard : CardCoolTimeBase { public Image[] images; // 0 아이콘 public GameObject[] gos; // 0 장착중, 1 잠김 SkillListTableData m_Data; int m_Slot, m_PetId, m_Petlv; public override void Set(T _base) { base.Set(_base); m_Data = _base as SkillListTableData; CoolTime_Off(); if (!DSUtil.CheckNull(m_Data)) { var sdata = ServerInfo.Ins.m_ServerData; images[0].sprite = m_Data.Get_Icon(); gos[0].SetActive(sdata.IsEquipSkill(m_Data.n_SkillID, sdata.Equip.Preset)); gos[1].SetActive(sdata.Get_SkillLv(eRole.PC, m_Data.n_SkillID) == 0); } else { gos[0].SetActive(false); gos[1].SetActive(true); images[0].sprite = UIAtlasMgr.Ins.Get_Sprite("skillempty"); } } public override void Set(int _val) { m_Slot = _val; } public void Set_PetSkill(int skillid, int petid, int lv) { CoolTime_Off(); m_PetId = petid; m_Petlv = lv; m_Data = table_skilllist.Ins.Get_Data_orNull(skillid); DSUtil.InActivateGameObjects(gos); images[0].sprite = m_Data.Get_Icon(); } public override void Set_CardType(eUICardType _type) { base.Set_CardType(_type); var et = images[0].GetComponent(); switch (CardType) { case eUICardType.UI: if (!DSUtil.CheckNull(et) && et.enabled) et.enabled = false; images[0].GetComponent