using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using GCGame.Table; public class ChildSkillLevelLimitDesc : MonoBehaviour { public Text _CurSkillDesc; public GameObject _NextSkillLeveliLimitObj; public Text _CurSkillLimitLevel; public Text _NextSkillLimitLevel; //当前标记位技能Index public int _SkillIndex; private int _CurSelectChildIndex = 0; public void InitSkillLimitDesc(int _ChildIndex) { _CurSelectChildIndex = _ChildIndex; gameObject.SetActive(true); var childLevel = ChildData.GetChildByIndex(_CurSelectChildIndex).basic.curLevel; var childrenLevelUpTab = TableManager.GetChildrenLevelUpByID(childLevel, 0); if(childrenLevelUpTab == null) { gameObject.SetActive(false); Debug.LogError("ChildrenLevelUp is null : " + childLevel); return; } var childStateTypeTab = TableManager.GetChildrenStateTypeByID(childrenLevelUpTab.CurStateType); if(childStateTypeTab == null) { gameObject.SetActive(false); Debug.LogError("childStateTypeTab is null : " + childrenLevelUpTab.CurStateType); return; } //当前阶段技能最高等级 _CurSkillLimitLevel.text = childStateTypeTab.GetSkillLevelMaxbyIndex(_SkillIndex) + ""; var nextChildStateTypeTab = ChildRenicarNationPanel.Instance.GetNextGradeStateTypeTab(childrenLevelUpTab.CurStateType); //下个阶段最高等级 if (nextChildStateTypeTab == null) { _NextSkillLeveliLimitObj.SetActive(false); } else { _NextSkillLimitLevel.text = nextChildStateTypeTab.GetSkillLevelMaxbyIndex(_SkillIndex) + ""; } var childrenSkillParamTab = ChildData.GetSkillPatamTabByType(_SkillIndex + 1); if (childrenSkillParamTab != null) _CurSkillDesc.text = StrDictionary.GetClientDictionaryString("#{86809}", childrenSkillParamTab.SkillName); } }