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 void Init() { } public override void AddEvent() { } public override void DelEvent() { } public override void AddButtonEvent() { } public void CustomInit(SkillInfo currentSkillInfo, SkillInfo skillInfo) { _skillInfo = skillInfo; if (_skillInfo.skillConfig.level <= currentSkillInfo.skillConfig.level) { own.transform.RecoverColor(); } else { own.transform.Gray(); } if (_skillInfo.skillConfig.level == currentSkillInfo.skillConfig.level + 1) { Icon_Select.gameObject.SetActive(true); } else { Icon_Select.gameObject.SetActive(false); } Text_Desc.text = UtilTools.GetString(LanguageManager.Instance.Text(skillInfo.skillConfig.PromoteLan), skillInfo.skillConfig.PromoteLanPara); for (var i = 0; i < StarRoot.Count; i++) { MyImage myImage = StarRoot[i] as MyImage; myImage.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_star_1"; icon.gameObject.SetActive(true); } } else { if (i < skillInfo.skillConfig.level) { icon.icon_name = "dec_star_1"; icon.gameObject.SetActive(true); } } } } public override void DormancyObj() { _skillInfo = null; base.DormancyObj(); } } }