public void SetMaterailImage(InventoryDecomposeSlot _slot, DBBreakMaterial _material) { if (_material.nIron != 0 && bMaterialCheck[0] == false) { _slot.SetInfo(_material.nIron, GameManager.Instance.Equipment_MaterialSpriteList.Find(x => x.name == "Iron")); bMaterialCheck[0] = true; } else if (_material.nFabric != 0 && bMaterialCheck[1] == false) { _slot.SetInfo(_material.nFabric, GameManager.Instance.Equipment_MaterialSpriteList.Find(x => x.name == "Fabric")); bMaterialCheck[1] = true; } else if (_material.nWood != 0 && bMaterialCheck[2] == false) { _slot.SetInfo(_material.nWood, GameManager.Instance.Equipment_MaterialSpriteList.Find(x => x.name == "Wood")); bMaterialCheck[2] = true; } else if (_material.nWeaponStone != 0 && bMaterialCheck[3] == false) { _slot.SetInfo(_material.nWeaponStone, GameManager.Instance.Equipment_MaterialSpriteList.Find(x => x.name == "WeaponStone")); bMaterialCheck[3] = true; } else if (_material.nArmorStone != 0 && bMaterialCheck[4] == false) { _slot.SetInfo(_material.nArmorStone, GameManager.Instance.Equipment_MaterialSpriteList.Find(x => x.name == "ArmorStone")); bMaterialCheck[4] = true; } else if (_material.nAccessoryStone != 0 && bMaterialCheck[5] == false) { _slot.SetInfo(_material.nAccessoryStone, GameManager.Instance.Equipment_MaterialSpriteList.Find(x => x.name == "AccessoryStone")); bMaterialCheck[5] = true; } }
public void SetSlot(Equipment _equip, int _count) { //꺼져있는 슬롯을 다시 킨다. for (int i = 0; i < 6; i++) { DecomposeSlots[i].gameObject.SetActive(true); bMaterialCheck[i] = false; } float fInitXPosition = 0; switch (_count) { case 1: fInitXPosition = 0; for (int i = 0; i < this.gameObject.transform.childCount; i++) { if (i < _count) { DecomposeSlots[i].gameObject.SetActive(true); RectTransform rectTransform = DecomposeSlots[i].transform.GetComponent <RectTransform>(); rectTransform.anchoredPosition = new Vector2(fInitXPosition, rectTransform.anchoredPosition.y); DBBreakMaterial breakMaterial = GameManager.Instance.lDBBreakMaterial[_equip.nBreakMaterialIndex]; SetMaterailImage(DecomposeSlots[i], breakMaterial); } else { DecomposeSlots[i].gameObject.SetActive(false); } } break; case 2: fInitXPosition = -65f; for (int i = 0; i < this.gameObject.transform.childCount; i++) { if (i < _count) { DecomposeSlots[i].gameObject.SetActive(true); RectTransform rectTransform = DecomposeSlots[i].transform.GetComponent <RectTransform>(); rectTransform.anchoredPosition = new Vector2(fInitXPosition, rectTransform.anchoredPosition.y); DBBreakMaterial breakMaterial = GameManager.Instance.lDBBreakMaterial[_equip.nBreakMaterialIndex]; SetMaterailImage(DecomposeSlots[i], breakMaterial); fInitXPosition += 130f; } else { DecomposeSlots[i].gameObject.SetActive(false); } } break; case 3: fInitXPosition = -130f; for (int i = 0; i < this.gameObject.transform.childCount; i++) { if (i < _count) { DecomposeSlots[i].gameObject.SetActive(true); RectTransform rectTransform = DecomposeSlots[i].transform.GetComponent <RectTransform>(); rectTransform.anchoredPosition = new Vector2(fInitXPosition, rectTransform.anchoredPosition.y); DBBreakMaterial breakMaterial = GameManager.Instance.lDBBreakMaterial[_equip.nBreakMaterialIndex]; SetMaterailImage(DecomposeSlots[i], breakMaterial); fInitXPosition += 130f; } else { DecomposeSlots[i].gameObject.SetActive(false); } } break; case 4: fInitXPosition = -195f; for (int i = 0; i < this.gameObject.transform.childCount; i++) { if (i < _count) { DecomposeSlots[i].gameObject.SetActive(true); RectTransform rectTransform = DecomposeSlots[i].transform.GetComponent <RectTransform>(); rectTransform.anchoredPosition = new Vector2(fInitXPosition, rectTransform.anchoredPosition.y); DBBreakMaterial breakMaterial = GameManager.Instance.lDBBreakMaterial[_equip.nBreakMaterialIndex]; SetMaterailImage(DecomposeSlots[i], breakMaterial); fInitXPosition += 130f; } else { DecomposeSlots[i].gameObject.SetActive(false); } } break; case 5: fInitXPosition = -195f; for (int i = 0; i < this.gameObject.transform.childCount; i++) { if (i < _count) { DecomposeSlots[i].gameObject.SetActive(true); RectTransform rectTransform = DecomposeSlots[i].transform.GetComponent <RectTransform>(); rectTransform.anchoredPosition = new Vector2(fInitXPosition, rectTransform.anchoredPosition.y); DBBreakMaterial breakMaterial = GameManager.Instance.lDBBreakMaterial[_equip.nBreakMaterialIndex]; SetMaterailImage(DecomposeSlots[i], breakMaterial); fInitXPosition += 130f; } else { DecomposeSlots[i].gameObject.SetActive(false); } } break; case 6: fInitXPosition = -260f; for (int i = 0; i < this.gameObject.transform.childCount; i++) { if (i < _count) { DecomposeSlots[i].gameObject.SetActive(true); RectTransform rectTransform = DecomposeSlots[i].transform.GetComponent <RectTransform>(); rectTransform.anchoredPosition = new Vector2(fInitXPosition, rectTransform.anchoredPosition.y); DBBreakMaterial breakMaterial = GameManager.Instance.lDBBreakMaterial[_equip.nBreakMaterialIndex]; SetMaterailImage(DecomposeSlots[i], breakMaterial); fInitXPosition += 130f; } else { DecomposeSlots[i].gameObject.SetActive(false); } } break; default: break; } }