// Use this for initialization
	void Start () 
	{		
		txtTitle.Text = AsTableManager.Instance.GetTbl_String (1788);
		txtInfo.Text = AsTableManager.Instance.GetTbl_String (2401);
		txtEnchantSlotName [0].Text = AsTableManager.Instance.GetTbl_String (1224);
		txtEnchantSlotName [1].Text = AsTableManager.Instance.GetTbl_String (1225);
		txtEnchantSlotName [2].Text = AsTableManager.Instance.GetTbl_String (2405);	

		//	add SynthesisSlotList
		int nSeq = 0;
		AddSynthesisSlot (targetEnchantSlot, eSynthesisSlotType.Target);
		foreach (UIInvenSlot _slot in enchantSlots) 
		{
			AddSynthesisSlot( _slot , eSynthesisSlotType.RawMaterial , nSeq );
			nSeq++;
		}

		progressCurrent.Value = 0;
		progressExpect.Value = 0;
		txtProgress.Text = string.Empty;

		goExpectExpMax.SetActive(false);

		goEffectSuccessRolling.SetActive (false);
		goEffectSuccess.SetActive (false);

		goEffectGreateSuccessRolling.SetActive (false);
		goEffectGreateSuccess.SetActive (false);

		isProcessing = false;
		isAuthorityButtonClick = true;

		listTxtResult.Add (txtResultSuccess);
		listTxtResult.Add (txtResultGreateSuccess);
		listTxtResult.Add (txtResultComplete);

		foreach (SimpleSprite sp in listTxtResult)
			sp.gameObject.SetActive (false);


		synthesisMode = eSynthesisMode.Synthesis;
		if (btnApply != null)
		{
			btnApply.spriteText.Text = AsTableManager.Instance.GetTbl_String (2407);
			btnApply.SetInputDelegate (ApplyBtnDelegate);
		}

		btnClose.SetInputDelegate(CancelBtnDelegate);
	}
	void CheckApplyBtn(eSynthesisMode _mode , bool _enable)
	{
		synthesisMode = _mode;

		if( _mode == eSynthesisMode.Synthesis )
			btnApply.spriteText.Text = AsTableManager.Instance.GetTbl_String (2407);	//	synthesis
		else
			btnApply.spriteText.Text = AsTableManager.Instance.GetTbl_String (2406);	// upgrade

		SetEnableApply(_enable);
	}