using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.Assertions; using UnityEngine.UI; namespace TON { public class SkillInformationItem : MonoBehaviour { public GameObject skillImage; public TextMeshProUGUI skillName; public TextMeshProUGUI skillDamage; public TextMeshProUGUI skillCooltime; public TextMeshProUGUI skillReqMp; public TextMeshProUGUI skillReqLvTitle; public TextMeshProUGUI skillReqLv; public GameObject locker; public GameObject selectedState; public string skillId; public void Initalize(SkillData skillData, int playerLevel) { skillId = skillData.id; skillName.text = skillData.name; skillDamage.text = $"{skillData.damage}"; skillCooltime.text = $"{skillData.coolDown}"; skillReqMp.text = $"{skillData.mpConsumption}"; skillReqLv.text = $"{skillData.requiredLevel}"; // out 으로 받을 변수 초기화 Sprite loadedSkillImage = null; if(AssetManager.Singleton.LoadSkillIcon(skillData.id, out loadedSkillImage)) { skillImage.SetActive(true); skillImage.GetComponent().sprite = loadedSkillImage; } if (playerLevel >= skillData.requiredLevel) { locker.SetActive(false); } else { skillReqLvTitle.color = Color.red; skillReqLv.color = Color.red; } } public string SelectedSkillInfo() { selectedState.SetActive(true); return skillId; } public void UnselectedSkillInfo() { selectedState.SetActive(false); } } }