using UnityEngine; using UnityEngine.UI; public class HeroSelectCard : CardBase { public Image[] images; // 0 얼굴 public GameObject[] gos; // 0 선택, 1 잠김 PCListTableData m_Data; public override void Set(T _base) { base.Set(_base); m_Data = _base as PCListTableData; images[0].sprite = UIAtlasMgr.Ins.Get_Sprite(m_Data.n_ID); if (Get_IntData() == 5) images[0].color = Color.black; else images[0].color = MyValue.sdata.IsObtainPC(m_Data.n_ID) ? Color.white : new Color32(70, 70, 70, 255); gos[1].SetActive(Get_IntData() == 5); Set_Selected(false); } public override void Set_Selected(bool active) { gos[0].SetActive(active); } public override int Get_IntData() { return m_Data.n_ID; } public PCListTableData Get_Data() { return m_Data; } public override void OnClick_Card() { if (CardType == eUICardType.NoTouch) return; if (LobbyUIManager.Ins.Get_MainMenu(MainMenuType.Hero).isActiveAndEnabled) LobbyUIManager.Ins.Get_MainMenu(MainMenuType.Hero).Set_SelectCard(this); else if (LobbyUIManager.Ins.Get_MainMenu(MainMenuType.Equip).isActiveAndEnabled) LobbyUIManager.Ins.Get_MainMenu(MainMenuType.Equip).Set_SelectCard(this); } }