44 lines
1.2 KiB
C#
44 lines
1.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PCAbilityCards : CardBase
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{
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public PCAbilityCard[] arr_PCAbilityCard;
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AbilityConfigTableData m_Data;
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int m_Order;
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public override void Set<T>(T _base)
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{
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m_Data = _base as AbilityConfigTableData;
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if (m_Data.n_AbilityOrder == m_Order)
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{
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base.Set(_base);
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arr_PCAbilityCard[m_Data.n_AbilityStep - 1].Set(m_Data);
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//arr_PCAbilityCard[0].transform.localPosition = new Vector3(50f, 150f);
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//arr_PCAbilityCard[1].transform.localPosition = new Vector3(50f, 0f);
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//arr_PCAbilityCard[2].transform.localPosition = new Vector3(50f, -150f);
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}
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}
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public override void Set_UI()
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{
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for (int i = 0; i < arr_PCAbilityCard.Length; i++)
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arr_PCAbilityCard[i].Set_UI();
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}
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public override void Set(int _val)
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{
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m_Order = _val;
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name = m_Order.ToString();
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}
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public override void Do_SomeThing()
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{
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gameObject.SetActive(false);
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for (int i = 0; i < arr_PCAbilityCard.Length; i++)
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arr_PCAbilityCard[i].Set_CardType(eUICardType.UI);
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}
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} |