UIItem_ResultUnitSlot Get_slotElement(GainItem _gainItem) { UIItem_ResultUnitSlot slot = null; if (Lst_ResultSlotElement[resultSlotIdx].IsActiveSlot) { slot = Lst_ResultSlotElement[resultSlotIdx]; resultSlotIdx++; } return(slot); }
void Create_ResultSlotElement() { //유닛구성정보 체크 Dictionary <uint, Infos_EventItemTime> dic_eventUnit = TableDataManager.instance.Infos_EventItemTimes; Dictionary <uint, infos_unit> _dicInfosUnit = TableDataManager.instance.Infos_units; Dictionary <uint, infos_unit> _DicInfosUnitTemp = new Dictionary <uint, infos_unit>(); foreach (var infoUnit in _dicInfosUnit) { //이벤트 유닛 인데 가지고 있으면 구성정보에 추가 없으면 뺸다 if (dic_eventUnit.ContainsKey(infoUnit.Value.UnitIdx)) { if (TimeManager.Instance.Get_nowTime() > dic_eventUnit[infoUnit.Value.UnitIdx].BuyEndTm) { _DicInfosUnitTemp[infoUnit.Value.UnitIdx] = infoUnit.Value; } else { if (UserDataManager.instance.user.User_Units.ContainsKey(infoUnit.Value.UnitIdx)) { _DicInfosUnitTemp[infoUnit.Value.UnitIdx] = infoUnit.Value; } } } else { _DicInfosUnitTemp[infoUnit.Value.UnitIdx] = infoUnit.Value; } } //유닛구성정보 할당 Dic_infosUnit.Clear(); Dic_infosUnit = _DicInfosUnitTemp; //생성 foreach (var item in Dic_infosUnit) { UIItem_ResultUnitSlot resultEle = UI_Manager.Getsingleton.CreatUI(UIITEM.ITEM_RESULTUNITSLOT, Tr_content) as UIItem_ResultUnitSlot; Lst_ResultSlotElement.Add(resultEle); } }