Project_WL/Assets/Script/UI/PC/Ability/PCAbilityCards.cs

44 lines
1.2 KiB
C#

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