using TMPro; public class SetBonusCard : CardBase { public TextMeshProUGUI[] texts; // 0 N세트 보너스, 1 스탯 public BattleSmallCard skillcard; public override void Set(T _base) { base.Set(_base); var data = _base as SetBonusCardData; texts[0].text = table_localtext.Ins.Get_Text(1000139, data.n_SetCondition); if (data.ShowUI) { texts[1].text = MyText.Get_StatNameValueText(data.e_SetStat, data.f_SetStatValue, true); skillcard.Set(table_cardlist.Ins.Get_Data(data.n_SkillCard)); } else { texts[1].text = ""; skillcard.Set_Empty(); } } } public class SetBonusCardData { public bool ShowUI; public int n_SetCondition; public eStat e_SetStat; public float f_SetStatValue; public int n_SkillCard; public void Set(int index, EquipmentSetOptionTableData data, int set) { switch (index) { case 0: n_SetCondition = data.n_SetCondition1; e_SetStat = data.e_SetStat1; f_SetStatValue = data.f_SetStatValue1; n_SkillCard = data.n_Set1CardSkill; break; case 1: n_SetCondition = data.n_SetCondition2; e_SetStat = data.e_SetStat2; f_SetStatValue = data.f_SetStatValue2; n_SkillCard = data.n_Set2CardSkill; break; case 2: n_SetCondition = data.n_SetCondition3; e_SetStat = data.e_SetStat3; f_SetStatValue = data.f_SetStatValue3; n_SkillCard = data.n_Set3CardSkill; break; } ShowUI = n_SetCondition <= set; } }