/// <summary>다음 덱 슬롯을 세팅</summary> void UpdateNextDeckSlot() { Debug.LogError("UpdateNextDeckSlot : " + MyDeckslots[0].UnitData.Name); NextDeck = MyDeckslots[0]; NextDeck.SetAbleClick(false); NextDeck.SetStateStay(false); MyDeckslots.RemoveAt(0); GameUtil.SetWorldPosition(NextDeck.gameObject, tr_NextDeck.position); NextDeck.gameObject.transform.localScale = new Vector3(0.8f, 0.8f, 0.8f); }
void ReturnToDeckList(SlotInGameBattleScript _slot) { //Debug.LogError("ReturnToDeckList : " + _slot.UnitData.UnitID); GameUtil.SetWorldPosition(_slot.gameObject, tr_PoolParent.position); _slot.gameObject.SetActive(true); _slot.SetSelectOnOff(false); _slot.SetAbleClick(false); _slot.SetStateStay(true); //_slot.SetStateStay(true); MyDeckslots.Add(_slot); }