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