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