using UnityEngine;
using UnityEngine.UI;
//羁绊中的武将
public class HeroConnectionHeadCell : MonoBehaviour
{
    [SerializeField] Image qualityImg;
    [SerializeField] ImageEx heroIcon;
    [SerializeField] Text nameText;
    [SerializeField] Image connMarkImg; //链接的锁图标,第一个不显示
    /// 
    /// 
    /// 
    /// 
    ///  只是为了让第一个不显示锁图标用
    /// 是否按收集显示置灰状态
    /// 指定皮肤
    public void Display(int heroID, int index, bool showCollect = false,  int _skinID = 0)
    {
        int skinID = 0;
        HeroConfig heroConfig = HeroConfig.Get(heroID);
        if (_skinID != 0)
        {
            skinID = _skinID;
        }
        else
        {
            skinID = heroConfig.SkinIDList[0];  //默认第一个图鉴展示
        }
        nameText.text = heroConfig.Name;
        qualityImg.SetSprite("heroheadBG" + heroConfig.Quality);
        var sprite = UILoader.LoadSprite("HeroHead", HeroSkinConfig.Get(skinID).SquareIcon);
        if (sprite == null)
        {
            // 内网未配置时
            heroIcon.SetSprite("herohead_default");
        }
        else
        {
            heroIcon.overrideSprite = sprite;
        }
        if (showCollect)
        { 
            //未获得武将要置灰
            heroIcon.gray = !HeroManager.Instance.HasHero(heroID);
        }
        connMarkImg.SetActive(index != 0);
    }
}