using Core.Language; using GameLogic.Hero; using UnityEngine.UI; using Utility; namespace Fort23.Mono { [UIBinding(prefab = "GongFaUpgradeInfoWidget")] public partial class GongFaUpgradeInfoWidget : UIComponent { private SkillInfo _skillInfo; private SkillInfo currentSkillInfo; private void Init() { } public override void AddEvent() { } public override void DelEvent() { } public override void AddButtonEvent() { } public void CustomInit(SkillInfo currentSkillInfo, SkillInfo skillInfo,bool isUp) { _skillInfo = skillInfo; this.currentSkillInfo = currentSkillInfo; if (_skillInfo.skillConfig.level <= currentSkillInfo.skillConfig.level) { Icon_Marsk.gameObject.SetActive(false); } else { Icon_Marsk.gameObject.SetActive(true); } Text_Desc.text = UtilTools.GetString(LanguageManager.Instance.Text(skillInfo.skillConfig.PromoteLan), skillInfo.skillConfig.PromoteLanPara); for (var i = 0; i < StarRoot.Count; i++) { MyImage icon = StarRoot[i] as MyImage; if ( i < skillInfo.skillConfig.level-1) { icon.gameObject.SetActive(true); } else { icon.gameObject.SetActive(false); } } // int yinstar = skillInfo.skillConfig.level - 5; // for (var i = 0; i < StarRoot.Count; i++) // { // MyImage icon = StarRoot[i] as MyImage; // if (skillInfo.skillConfig.level > 5) // { // // if (i < yinstar) // { // icon.icon_name = "dec_star_2"; // icon.gameObject.SetActive(true); // } // else // { // icon.icon_name = "dec_gfxingji"; // icon.gameObject.SetActive(true); // } // } // else // { // if (i < skillInfo.skillConfig.level) // { // icon.icon_name = "dec_gfxingji"; // icon.gameObject.SetActive(true); // } // } // } } public void SelectWidget(bool isUp) { if (_skillInfo.skillConfig.level == currentSkillInfo.skillConfig.level + 1 && isUp) { Icon_Select.gameObject.SetActive(true); } else { Icon_Select.gameObject.SetActive(false); } } public override void DormancyObj() { _skillInfo = null; base.DormancyObj(); } } }