Project_WL/Assets/Script/UI/Farm/FarmSelectEnchantCard.cs

48 lines
1.7 KiB
C#

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>(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);
}
}
}