/// <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(); }
/// <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(); }