스킬 정보 아이템 자물쇠 여는 조건 적용

This commit is contained in:
aube.lee
2025-02-10 20:47:12 +09:00
parent 39bb532d23
commit eafeb0cbd7
4 changed files with 36 additions and 5 deletions

View File

@@ -18,13 +18,21 @@ namespace TON
public TextMeshProUGUI skillReqMp;
public TextMeshProUGUI skillReqLv;
public void Initalize(SkillData skillData)
public GameObject locker;
public void Initalize(SkillData skillData, int playerLevel)
{
skillName.text = skillData.name;
skillDamage.text = $"{skillData.damage}";
skillCooltime.text = $"{skillData.coolDown}";
skillReqMp.text = $"{skillData.mpConsumption}";
skillReqLv.text = $"{skillData.requiredLevel}";
if (playerLevel >= skillData.requiredLevel)
{
locker.SetActive(false);
}
}
}

View File

@@ -13,9 +13,12 @@ namespace TON
public GameObject uiPrefab;
public List<RectTransform> uiPrefabList = new List<RectTransform>();
public int playerLevel;
private void Start()
{
scrollRect = GetComponent<ScrollRect>();
playerLevel = PlayerDataManager.Singleton.player.level;
Initialize();
}
@@ -29,7 +32,7 @@ namespace TON
{
SkillData skillData = skillDatas[i];
GameObject skillInfoItem = Instantiate(uiPrefab, scrollRect.content);
skillInfoItem.GetComponent<SkillInformationItem>().Initalize(skillData);
skillInfoItem.GetComponent<SkillInformationItem>().Initalize(skillData, playerLevel);
RectTransform rectTransform = skillInfoItem.GetComponent<RectTransform>();