Project_WL/Assets/Script/UI/MenuEquipment/EquipmentLeftCard.cs

52 lines
1.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EquipmentLeftCard : CardBase
{
List<UISprite> sprites = new List<UISprite>(); // 0 등급, 1 아이콘
ItemData m_ItemData;
private void Awake()
{
sprites.Add(transform.GetChild(0).GetComponent<UISprite>());
sprites.Add(transform.GetChild(1).GetComponent<UISprite>());
}
public override void Set<T>(T _base)
{
base.Set(_base);
m_ItemData = _base as ItemData;
if (m_ItemData.Get_ID() > 0)
{
sprites[0].spriteName = DSUtil.Get_GradeSpriteName(m_ItemData.Grade);
sprites[1].spriteName = m_ItemData.IconInfo.Icon;
}
else
{
sprites[1].spriteName = "empty";
switch (m_ItemData.ItemType)
{
case eItem.Weapon:
case eItem.Ring:
case eItem.Necklace:
case eItem.Extra:
case eItem.Fairy:
case eItem.WeaponCostume:
sprites[0].spriteName = "empty_slot_equipment";
break;
case eItem.Skill:
sprites[0].spriteName = "empty_slot_magic";
break;
}
}
}
public void OnClick_EquipItem()
{
if (m_ItemData != null && m_ItemData.Get_ID() > 0)
Content_Equipment.Ins.Select_Card(m_ItemData);
}
}