private void SetSkillInfo() { _skill0Sprite.sprite2D = null; _activeSkillSprite.sprite2D = null; _passiveSkillSprite.sprite2D = null; DATA_SKILL_NEW pSkillTbl = null; // 기본 공격. if (_skill0 != Global.InvaildValue) { pSkillTbl = CDATA_SKILL_NEW.Get(_skill0); _skill0Sprite.sprite2D = UIResourceMgr.CreateSprite(BUNDLELIST.TEXTURE_ICON_SKILL, pSkillTbl.m_szIConIndex); } // 액티브 스킬. if (_activeSkill != Global.InvaildValue) { pSkillTbl = CDATA_SKILL_NEW.Get(_activeSkill); _activeSkillSprite.sprite2D = UIResourceMgr.CreateSprite(BUNDLELIST.TEXTURE_ICON_SKILL, pSkillTbl.m_szIConIndex); } // 패시브 스킬. if (_passiveSkill != Global.InvaildValue) { pSkillTbl = CDATA_SKILL_NEW.Get(_passiveSkill); _passiveSkillSprite.sprite2D = UIResourceMgr.CreateSprite(BUNDLELIST.TEXTURE_ICON_SKILL, pSkillTbl.m_szIConIndex); } }
private void PressSkill(bool aisState, ObscuredInt skill) { if (aisState) { DATA_SKILL_NEW pSkillTbl = CDATA_SKILL_NEW.Get(skill); if (pSkillTbl == null) { return; } _skillToolTip.SetActive(aisState); _skillName.text = StringTableManager.GetData(pSkillTbl.iSkillNameStringID); _skillContents.text = UtilFunc.ParseSkillText(pSkillTbl); } else { _skillToolTip.SetActive(aisState); } }