public void SetDec() { ClearSlot(); // dec Setting int maxDec = (int)DecMax.OwnedMax; DataArea db = Management.MenuGameManager.Instance.DataArea; int decIndex = db.LoginData.Free_DecSlotCount + db.LoginData.Event_DecSlotCount + db.LoginData.Pay_DecSlotCount; for (int i = 0; i < maxDec; ++i) { UI_DecSlotModule newDecSlot = Instantiate(slotPrefab, slotParent.transform).GetComponent <UI_DecSlotModule>(); newDecSlot.indexOfSlot = i; decList.Add(newDecSlot); // 소유 가능한 덱보다 작으면 세팅 if (i >= decIndex) { continue; } Sprite image = null; string decName = "덱을 세팅하세요"; // slot Setting // 세팅된 덱의 데이터 가 있다면 세팅 if (db.OwnedData.DecData.Count > i) { newDecSlot.indexOfType = i; int unitIndex = db.OwnedData.DecData[i].decList[0].ownedIndex; DecType type = db.OwnedData.DecData[i].decList[0].type; string path = ""; if (type == DecType.Minion) { path = db.DefaultMinionData[db.OwnedData.MinionData[unitIndex].IndexOfMinion].MainImagePath; } else { path = db.DefaultSkillData[db.OwnedData.SkillData[unitIndex].IndexOfType].MainImagePath; } image = Resources.Load <Sprite>(path); decName = db.OwnedData.DecData[i].decName; newDecSlot.decCountText.text = db.OwnedData.DecData[i].decCount + "/" + (int)DecMax.UnitMax; } newDecSlot.decNameText.text = decName; newDecSlot.slotImage.sprite = image; // trigger set if (newDecSlot.clickFunc == null) { newDecSlot.clickFunc = () => { ClickedButton(ownerContainer, openSubContainerModuleIndex, new OpenSubContainerData(openSubContainerModuleIndex, newDecSlot.indexOfSlot)); }; } } }
public override void SetUI(UI_Container _container) { ClearSlot(); DataArea db = Management.MenuGameManager.Instance.DataArea; // set background image backgroundImage.sprite = backgroundSprite; // set scroll background image scrollBackgroundImage.sprite = scrollBackgroundSprite; // set dec slot int curDecIndex = 0; int decIndex = db.LoginData.Free_DecSlotCount + db.LoginData.Event_DecSlotCount + db.LoginData.Pay_DecSlotCount; for (int i = 0; i < decIndex; ++i) { if (db.OwnedData.DecData.Count <= i) { break; } UI_DecSlotModule newDecSlot = Instantiate(slotPrefab, slotParent.transform).GetComponent <UI_DecSlotModule>(); newDecSlot.indexOfSlot = i; decList.Add(newDecSlot); Sprite image = null; string decName = "덱을 세팅하세요"; // slot Setting // 세팅된 덱의 데이터 가 있다면 세팅 newDecSlot.indexOfType = i; int unitIndex = db.OwnedData.DecData[i].decList[0].ownedIndex; DecType type = db.OwnedData.DecData[i].decList[0].type; string path = ""; if (type == DecType.Minion) { path = db.DefaultMinionData[db.OwnedData.MinionData[unitIndex].IndexOfMinion].MainImagePath; } else { path = db.DefaultSkillData[db.OwnedData.SkillData[unitIndex].IndexOfType].MainImagePath; } image = Resources.Load <Sprite>(path); decName = db.OwnedData.DecData[i].decName; newDecSlot.decCountText.text = db.OwnedData.DecData[i].decCount + "/" + (int)DecMax.UnitMax; newDecSlot.decNameText.text = decName; newDecSlot.slotImage.sprite = image; // trigger set if (newDecSlot.clickFunc == null) { newDecSlot.clickFunc = () => { SelectDecSlot(newDecSlot.indexOfSlot); }; } } // set buttons function if (closeButton.clickedFunc == null) { closeButton.clickedFunc = () => { ClickedButton(_container, indexOfCloseModule); } } ; if (startBattleButton.clickedFunc == null) { startBattleButton.clickedFunc = () => { ClickedButton(_container, indexOfStartBattleButton); }; Debug.LogError("게임시작할때 보낼 데이터를 세팅해줘!!!!!!!!!!!"); } }