// 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); }