using System.Collections;
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using System.Collections.Generic;
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using TableConfig;
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using UnityEngine;
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namespace Snxxz.UI
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{
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public class ViewHorseSkillCell : CellView
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{
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[SerializeField] SkillBehaviour[] m_Skills;
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ViewHorseDetailWin displayWindow;
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public void Display(int line, ViewHorseDetailWin win)
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{
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displayWindow = win;
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for (int i = 0; i < displayWindow.lineCount; i++)
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{
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var index = line * displayWindow.lineCount + i;
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if (index < displayWindow.activeSkills.Count)
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{
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m_Skills[i].gameObject.SetActive(true);
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m_Skills[i].Display(displayWindow.activeSkills[index]);
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m_Skills[i].onClick -= OnSkillClick;
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m_Skills[i].onClick += OnSkillClick;
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}
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else
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{
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m_Skills[i].gameObject.SetActive(false);
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m_Skills[i].onClick -= OnSkillClick;
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}
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}
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}
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public void OnSkillClick(int skillId)
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{
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int horseId = 0;
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if (HorseUpConfig.TryGetHorseBySkill(skillId, out horseId))
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{
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var config = Config.Instance.Get<HorseConfig>(horseId);
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var skillConfig = Config.Instance.Get<SkillConfig>(skillId);
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SkillDetails.ShowSkillDetails(skillId, SkillDetails.SkillSourceType.ViewHorsePet, skillConfig == null ? 0 : skillConfig.FightPower,
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Language.Get("pet_SkillTipLv", config.Name, HorseUpConfig.GetSkillCondition(horseId, skillId)));
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}
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}
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}
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}
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