using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.UI; public class HeroSpecificityCard : CardBase { static Dictionary> dic_gradecolor = new Dictionary> { { eGrade.Common, new List{ new Color32(176, 160, 153, 255), new Color32(90, 90, 90, 255) } }, { eGrade.UnCommon, new List{ new Color32(161, 189, 9, 255), new Color32(45, 101, 0, 255) } }, { eGrade.Rare, new List{ new Color32(33, 204, 203, 255), new Color32(0, 110, 138, 255) } }, { eGrade.Hero, new List{ new Color32(255, 197, 21, 255), new Color32(190, 148, 0, 255) } }, { eGrade.Legend, new List{ new Color32(191, 106, 219, 255), new Color32(132, 47, 160, 255) } }, }; public Image[] images_grade; public Image[] images; // 0 특성 아이콘 public TextMeshProUGUI[] texts; // 0 효과유형, 1 효과대상, 2 설명 public GameObject[] gos; // 0 잠김 public override void Set(T _base) { base.Set(_base); var m_Data = _base as StatusOptionSetTableData; // 정인호 : 특성 등급은 각성값을 참조해야 함 images_grade[0].color = dic_gradecolor[eGrade.Common][0]; images_grade[1].color = dic_gradecolor[eGrade.Common][1]; images[0].sprite = UIAtlasMgr.Ins.Get_Sprite(m_Data.s_Icon); texts[2].text = m_Data.Get_Desc(); } public override void Set(int index) { var pcid = LobbyUIManager.Ins.Get_MainMenu(MainMenuType.Hero).Get_SelectPCID(); var pcdata = table_pclist.Ins.Get_Data_orNull(pcid); texts[0].text = table_localtext.Ins.Get_Text(pcdata.list_Specificity_Effect[index]); texts[1].text = table_localtext.Ins.Get_Text(pcdata.list_Specificity_Target[index]); } }