OneShotOneKill/Assets/Script/UGUI/Lobby/MainMenu/3_Equipment/SetBonusCard.cs

61 lines
1.7 KiB
C#

using TMPro;
public class SetBonusCard : CardBase
{
public TextMeshProUGUI[] texts; // 0 N세트 보너스, 1 스탯
public BattleSmallCard skillcard;
public override void Set<T>(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;
}
}