public void ShowTraitRewards() { //Debug.Log("ClassChangePanelController.ShowTraitRewards()"); ClearTraitRewardIcons(); // show trait rewards CapabilityProps capabilityProps = classSpecialization.GetFilteredCapabilities(playerManager.ActiveCharacter); if (capabilityProps.TraitList.Count > 0) { traitsArea.gameObject.SetActive(true); } else { traitsArea.gameObject.SetActive(false); return; } for (int i = 0; i < capabilityProps.TraitList.Count; i++) { if (capabilityProps.TraitList[i] != null) { RewardButton rewardIcon = objectPooler.GetPooledObject(rewardIconPrefab, traitIconsArea.transform).GetComponent <RewardButton>(); rewardIcon.Configure(systemGameManager); rewardIcon.SetOptions(rectTransform, false); rewardIcon.SetDescribable(capabilityProps.TraitList[i]); traitRewardIcons.Add(rewardIcon); if ((capabilityProps.TraitList[i] as StatusEffect).RequiredLevel > playerManager.MyCharacter.CharacterStats.Level) { rewardIcon.StackSizeText.text = "Level\n" + (capabilityProps.TraitList[i] as StatusEffect).RequiredLevel; rewardIcon.HighlightIcon.color = new Color32(255, 255, 255, 80); } } } }
public void ShowTraitRewards() { //Debug.Log("ClassChangePanelController.ShowTraitRewards()"); ClearTraitRewardIcons(); // show trait rewards if (classSpecialization != null && classSpecialization.GetFilteredCapabilities(NewGamePanel.MyInstance).TraitList.Count > 0) { CapabilityProps capabilityProps = classSpecialization.GetFilteredCapabilities(NewGamePanel.MyInstance); traitLabel.SetActive(true); // move to bottom of list before putting traits below it traitLabel.transform.SetAsLastSibling(); for (int i = 0; i < capabilityProps.TraitList.Count; i++) { if (capabilityProps.TraitList[i] != null) { NewGameAbilityButton rewardIcon = Instantiate(rewardIconPrefab, abilityButtonArea.transform).GetComponent <NewGameAbilityButton>(); rewardIcon.AddAbility(capabilityProps.TraitList[i]); traitRewardIcons.Add(rewardIcon); /* * if ((characterClass.TraitList[i] as StatusEffect).MyRequiredLevel > 1) { * rewardIcon.StackSizeText.text = "Level\n" + (characterClass.TraitList[i] as StatusEffect).MyRequiredLevel; * rewardIcon.MyHighlightIcon.color = new Color32(255, 255, 255, 80); * } */ } } } else { traitLabel.SetActive(false); } }