private void ArmourListSetting(int num) //아이템리스트에 방어구관련 정보를 띄운다. { armourListText = itemList[num].GetComponentsInChildren <Text>(); ArmourKind _temp = (ArmourKind)num; ItemInfo _item = armourList[_temp]; armourListText[0].text = _item.skillIncrease + "티어 " + _item.itemName; armourListText[1].text = _item.kind; armourListText[2].text = _item.grade; switch (_temp) { case ArmourKind.N: if (_item.skillIncrease == armourMaxLevel.normal) { ListDisable(num); } break; case ArmourKind.R: if (_item.skillIncrease == armourMaxLevel.rare) { ListDisable(num); } break; } }
private void ArmourListSerch() //방어구리스트를 파악후 없는 종류에 아머는 베이스장비로 채운다. { for (int i = 0; i < maxArmour; i++) { ArmourKind _temp = (ArmourKind)i; if (armourList.ContainsKey(_temp) == false) { switch (_temp) { case ArmourKind.N: armourList.Add(_temp, CSVData.Instance.find(baseArmourID.normal)); break; case ArmourKind.R: armourList.Add(_temp, CSVData.Instance.find(baseArmourID.rare)); if (!armourList.ContainsKey(ArmourKind.Base)) { maxArmour++; } break; case ArmourKind.Base: armourList.Add(_temp, CSVData.Instance.find(baseArmourID.normal)); break; } } } }