示例#1
0
    /// <summary>유닛에 빈 정보 세팅</summary>
    public void SetEmptySlot(int _Index = 0)
    {
        _slotType        = eUnitSlotType.EmptySlot;
        _Unitdata        = new BattleUnitData();
        _Unitdata.Index  = _Index;
        lb_position.text = string.Empty;

        IsEquipedDeck           = false;
        tx_UnitIcon.mainTexture = null;
        lb_Unitname.text        = string.Empty;
        lb_HaveCount.text       = string.Empty;
        lb_Cost.text            = string.Empty;
        RefreshControllButton();
    }
示例#2
0
    /// <summary>슬롯에 유닛 정보 세팅</summary>
    public void SetData(BattleUnitData _data, eUnitSlotType _sType)
    {
        _slotType        = _sType;
        IsEquipedDeck    = false;
        _Unitdata        = _data;
        lb_position.text = (_Unitdata.Index == -1) ? string.Empty : ((eBattlePosition)_Unitdata.Index).ToString();
        UnitBaseData     = UnityDataConnector.Instance.m_TableData_Unit.GetUnitData(_data.UnitID);
        Object res = AssetLoadScript.Instance.Get(eAssetType.Texture, string.Format("Unit_{0}", _data.UnitID));

        if (res != null)
        {
            //string _IconTexturePath = string.Format("/Texture/UnitCard/Unit_{0}", _data.UnitID);
            tx_UnitIcon.mainTexture = (Texture2D)res;
        }

        lb_Unitname.text  = UnitBaseData.UnitName;
        lb_HaveCount.text = _Unitdata.CardCount.ToString();
        lb_Cost.text      = UnitBaseData.Cost.ToString();
        RefreshControllButton();
    }