Project_WL/Assets/Script/UI/Ingame/MainStatLvUpCard.cs

66 lines
2.2 KiB
C#

using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class MainStatLvUpCard : CardBase
{
public Image[] sprites; // 0 메인스탯
public TextMeshProUGUI[] labels; // 0 레벨, 1 +스탯, 2 가격, 3 스탯명
public GameObject[] gos; // 0 주스탯 여부
MainStatCardData m_Data;
private void Awake() { Act_Repeat_for1sec = Set_Price; }
public override void Set<T>(T _base)
{
base.Set(_base);
m_Data = _base as MainStatCardData;
sprites[0].sprite = UIAtlasMgr.Ins.Get_Sprite(DSUtil.Format("{0}-upgrade-btn", m_Data.mainStatType.ToString().ToLower()));
var classData = table_classconfig.Ins.Get_Data_orNull(ServerInfo.Ins.m_ServerData.Get_EqiupmentEquip(eItem.PC));
gos[0].SetActive(classData.Get_MainStat() == m_Data.mainStatType);
labels[3].text = m_Data.mainStatType.ToString().ToUpper();
Set_UI();
Set_Price();
}
public override void Set_UI()
{
var curmap = MyValue.MyChoiceMapData;
var lv = ServerInfo.Ins.m_ServerData.MapData_Get_StatLv(curmap.n_MapID, curmap.n_Difficult, m_Data.mainStatType);
labels[0].text = $"Lv.{lv}";
labels[1].text = $"{lv}"; // TODO 정인호 : 레벨당 스탯1 임시
}
void Set_Price()
{
var price = Get_Price();
labels[2].text = NumberFormatter.FormatNumber(price);
if (ServerInfo.Ins.m_ServerData.Check_ItemAmount(eItem.Gold, price, 0, false))
labels[2].color = Color.black;
else
labels[2].color = Color.red;
}
int Get_Price()
{
var curMap = MyValue.MyChoiceMapData;
var lv = ServerInfo.Ins.m_ServerData.MapData_Get_StatLv(curMap.n_MapID, curMap.n_Difficult, m_Data.mainStatType);
return (lv + 1) * 100;
}
public void OnClick_LvUp()
{
var sdata = ServerInfo.Ins.m_ServerData;
if (sdata.Check_ItemAmount(eItem.Gold, Get_Price()))
{
sdata.Use_Item(eItem.Gold, Get_Price());
var curMap = MyValue.MyChoiceMapData;
sdata.MapData_Add_StatLv(curMap.n_MapID, curMap.n_Difficult, m_Data.mainStatType);
Set_UI();
Set_Price();
if (MyInfoUI.Ins != null) MyInfoUI.Ins.Set_MainStats();
}
}
}