public void UpdataTemplet() { for (int i = 0; i < skillGroups.Count; i++) { SkillGroupInfo skillTempletGroupInfo = skillGroups[i]; for (int j = 0; j < skillTempletGroupInfo.skillTemplets.Count; j++) { SkillTempletInfo skillTempletInfo = skillTempletGroupInfo.skillTemplets[j]; if (skillTempletInfo.IsOpen()) { if (BattleModel.Instance.crtConfig.IsForbidSkill(skillTempletInfo.config.cellId)) { skillTempletInfo.fobid = true; } else { skillTempletInfo.fobid = false; } } else { skillTempletInfo.fobid = true; } } } }
public void UpdateBtn() { descText.text = ""; bottleMask.color = ColorUtil.GetColor(ColorUtil.CELLS[skillGroupInfo.index]); descBg.color = bottleMask.color; lockImage.color = bottleMask.color; if (skillTempletInfo.IsOpen() == false) { //openBtn.gameObject.SetActive(true); upLevel.gameObject.SetActive(false); clearBtn.gameObject.SetActive(false); } else { //openBtn.gameObject.SetActive(false); if (skillTempletInfo.lv >= SkillTempletModel.MAX_LEVEL) { upLevel.gameObject.SetActive(false); clearBtn.gameObject.SetActive(true); descText.text = "" + skillTempletInfo.GetShowLv(); } else { descBg.color = ColorUtil.GetColor(ColorUtil.CELLS[skillGroupInfo.index]); descText.text = "" + skillTempletInfo.GetShowLv(); clearBtn.gameObject.SetActive(false); upLevel.gameObject.SetActive(true); starCost.text = "" + skillTempletInfo.LevelUpCostStar(); int leftStar = MapModel.Instance.starInfo.GetSkillCanUseStar(); if (leftStar < skillTempletInfo.LevelUpCostStar()) { starCost.color = Color.red; } else { starCost.color = Color.green; } int bottleId = skillGroupInfo.GetGroupId(); int levelUpNeedBottle = skillTempletInfo.LevelUpCostBottle(); bottleIcon.overrideSprite = ResModel.Instance.GetSprite("icon/cell/cell_" + bottleId); WealthInfo bottleInfo = PlayerModel.Instance.GetWealth(bottleId); bottleCost.text = levelUpNeedBottle + ""; if (levelUpNeedBottle > bottleInfo.count) { bottleCost.color = Color.red; } else { bottleCost.color = Color.green; } } } lockImage.gameObject.SetActive(!skillTempletInfo.IsUnlock()); descBg.gameObject.SetActive(skillTempletInfo.IsUnlock()); descText.gameObject.SetActive(skillTempletInfo.IsUnlock()); }