using System.Collections; using System.Collections.Generic; using UnityEngine; using Games.ImpactModle; using UnityEngine.UI; using GCGame.Table; public class BufferItem : UIItemSelect { private Tab_Impact buffInfo; public Tab_Impact BuffInfo { get { return buffInfo; } } public Text desc; // buffer描述 public Image buffIcon; // buffer图标 public Text buffName; // buffer名称 public GameObject mask; // 灰色蒙版 public GameObject hasBuffer; // 有Buff显示的内容节点 public GameObject noBuffer; // 没Buff显示的内容节点 public override void Show(Hashtable hash) { if(hash != null) { int buffId = (int)hash["Info"]; Tab_Impact tempBuffInfo = TableManager.GetImpactByID(buffId, 0); buffInfo = tempBuffInfo; } else { buffInfo = null; } this._InitInfo = buffInfo; InitInfo(buffInfo); } private void InitInfo(Tab_Impact info) { if(info != null && info.ImpactID != -1) { if(hasBuffer != null) { hasBuffer.SetActive(true); } if (noBuffer != null) { noBuffer.SetActive(false); } if (desc != null) { desc.text = info.Instruction; } if(buffName != null) { buffName.text = info.Name; } LoadAssetBundle.Instance.SetImageSprite(buffIcon, info.BuffIcon); } else { if (hasBuffer != null) { hasBuffer.SetActive(false); } if (noBuffer != null) { noBuffer.SetActive(true); } } } public void SetMask(bool state) { if (mask != null) { if (mask.activeSelf != state) { mask.SetActive(state); } if(state == true) { UnSelected(); } } } }