using UnityEngine;
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public class BuffInfoCell : CellView
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{
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[SerializeField] TextEx buffNameText;
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[SerializeField] TextEx roundText;
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[SerializeField] ImageEx buffImage;
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[SerializeField] TextEx buffCountText;
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[SerializeField] RichText descText;
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public void Display(int index, BattleClickBuffData data)
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{
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if (data.datas?.Count <= index) return;
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var info = data.datas[index];
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var config = SkillConfig.Get((int)info.SkillID);
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if (config == null) return;
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buffImage.SetOrgSprite(config.BuffIconName, "BuffIcon");
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buffCountText.text = info.Layer == 0 ? "" : info.Layer.ToString();
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buffNameText.text = UIHelper.AppendColor(config.IsDebuff() ? TextColType.Red : TextColType.LightGreen, config.SkillName);
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descText.text = config.Description;
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roundText.text = info.LastTime <= 0 ? "" : Language.Get("BuffInfo01", info.LastTime);
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//Debug.Log($"技能ID {info.SkillID} 技能名称 {config.SkillName} 技能描述 {config.Description}");
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}
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public float GetTextHeight(string content)
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{
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descText.text = content;
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return string.IsNullOrEmpty(content) ? 0 : descText.preferredHeight + 80;
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}
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}
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