public void Refresh() { if (spellPattern.IsMaxed() || spellPattern.GetLevelValue() == 0) { spellNameText.text = spellPattern.GetElementType().ToString(); difficultyValueText.text = spellPattern.GetDifficulty()[0]; difficultyValueText.color = spellPattern.GetDifficultyColor()[0]; valueTitleText.text = spellPattern.GetSpellTypeUI() + ":"; valueValueText.text = spellPattern.GetTypeValueUI()[0]; cooldownValueText.text = spellPattern.GetCooldownUI()[0]; levelText.text = spellPattern.GetLevelUI()[0]; buyOrMaxedUI.SetActive(true); updateUI.SetActive(false); } else { spellNameTextUpdate.text = spellPattern.GetElementType().ToString(); string[] difficulties = spellPattern.GetDifficulty(); difficultyValueTextActual.text = difficulties[0]; difficultyValueTextNext.text = difficulties[1]; Color[] difficultyColors = spellPattern.GetDifficultyColor(); difficultyValueTextActual.color = difficultyColors[0]; difficultyValueTextNext.color = difficultyColors[1]; //Attack -> def? valueTitleTextUpdate.text = spellPattern.GetSpellTypeUI() + ":"; string[] values = spellPattern.GetTypeValueUI(); valueValueTextActual.text = values[0]; valueValueTextNext.text = values[1]; string[] cooldowns = spellPattern.GetCooldownUI(); cooldownValueTextActual.text = cooldowns[0]; cooldownValueTextNext.text = cooldowns[1]; string[] levels = spellPattern.GetLevelUI(); levelTextActual.text = levels[0]; levelTextNext.text = levels[1]; buyOrMaxedUI.SetActive(false); updateUI.SetActive(true); } }
public void RefreshData() { iconImage.sprite = uiPattern.GetIcon(); spellNameText.text = uiPattern.GetElementType().ToString(); requiredExpValue.text = uiPattern.GetRequiredExp(); if (uiPattern.GetLevelValue() == 0) { buttonText.text = "Buy"; } else if (uiPattern.IsMaxed()) { button.gameObject.SetActive(false); //Exp and value set false too? } else { buttonText.text = "Update"; } }