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							- using Core.Language;
 
- using Excel2Json;
 
- using Fort23.UTool;
 
- using GameLogic.Hero;
 
- using UnityEngine.UI;
 
- namespace Fort23.Mono
 
- {
 
-     [UIBinding(prefab = "SkillWidget")]
 
-     public partial class SkillWidget : ItemWidgetBasic
 
-     {
 
-         public SkillInfo skillConfigId;
 
-         private SkillSelectPanel skillSelectPanel;
 
-         private void Init()
 
-         {
 
-         }
 
-         public override void AddEvent()
 
-         {
 
-         }
 
-         public override void DelEvent()
 
-         {
 
-         }
 
-         public override void AddButtonEvent()
 
-         {
 
-             base.AddButtonEvent();
 
-             // myButton.onClick=delegate {
 
-             //     skillSelectPanel.SelectSkill(skillConfigId);
 
-             // };
 
-             // myButton.OnPressAndHold=delegate
 
-             // {
 
-             //     SkillConfig skillConfig = skillConfigId.skillConfig;
 
-             //     SkillMassgePanel.OpenSkillSelectPanel(LanguageManager.Instance.Text(skillConfig.name), LanguageManager.Instance.Text(skillConfig.dec));
 
-             // };
 
-         }
 
-         public void InitSkillWidget(SkillInfo skillId)
 
-         {
 
-             skillConfigId = skillId;
 
-             SkillConfig skillConfig = skillId.skillConfig;
 
-             icon.icon_name = skillConfig.icon;
 
-             Text_Level.text = skillConfigId.SkillPowerupConfig.ID.ToString() + "级";
 
-             Text_SkillName.text = LanguageManager.Instance.Text(skillConfig.name);
 
-             for (var i = 0; i < StarRoot.Count; i++)
 
-             {
 
-                 MyImage icon = StarRoot[i] as MyImage;
 
-                 if (i < skillConfigId.skillConfig.level - 1)
 
-                 {
 
-                     icon.gameObject.SetActive(true);
 
-                 }
 
-                 else
 
-                 {
 
-                     icon.gameObject.SetActive(false);
 
-                 }
 
-             }
 
-             //金
 
-             if (skillConfigId.skillConfig.attribute == 1)
 
-             {
 
-                 ShuXingCsc.ChangeState(0);
 
-             }
 
-             //木
 
-             if (skillConfigId.skillConfig.attribute == 2)
 
-             {
 
-                 ShuXingCsc.ChangeState(1);
 
-             }
 
-             //水
 
-             if (skillConfigId.skillConfig.attribute == 4)
 
-             {
 
-                 ShuXingCsc.ChangeState(2);
 
-             }
 
-             //火
 
-             if (skillConfigId.skillConfig.attribute == 8)
 
-             {
 
-                 ShuXingCsc.ChangeState(3);
 
-             }
 
-             //土
 
-             if (skillConfigId.skillConfig.attribute == 16)
 
-             {
 
-                 ShuXingCsc.ChangeState(4);
 
-             }
 
-             // for (var i = 0; i < StarRoot.Count; i++)
 
-             // {
 
-             //     MyImage myImage = StarRoot[i] as MyImage;
 
-             //     myImage.gameObject.SetActive(false);
 
-             // }
 
-             //
 
-             // int yinstar = skillConfigId.skillConfig.level - 5;
 
-             // for (var i = 0; i < StarRoot.Count; i++)
 
-             // {
 
-             //     MyImage icon = StarRoot[i] as MyImage;
 
-             //     if (skillConfigId.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 < skillConfigId.skillConfig.level)
 
-             //         {
 
-             //             icon.icon_name = "dec_gfxingji";
 
-             //             icon.gameObject.SetActive(true);
 
-             //         }
 
-             //     }
 
-             // }
 
-             switch (skillConfig.SkillType)
 
-             {
 
-                 case 1:
 
-                     Text_SkillType.text = "主动";
 
-                     csc.ChangeState(0);
 
-                     break;
 
-                 case 5:
 
-                     Text_SkillType.text = "被动";
 
-                     csc.ChangeState(1);
 
-                     break;
 
-                 case 2:
 
-                     Text_SkillType.text = "辅助";
 
-                     csc.ChangeState(1);
 
-                     break;
 
-             }
 
-             redDotComType01.CustomInit(2, skillConfigId);
 
-         }
 
-         public override void DormancyObj()
 
-         {
 
-             Icon_Marsk.gameObject.SetActive(false);
 
-             base.DormancyObj();
 
-         }
 
-     }
 
- }
 
 
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