using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; namespace Snxxz.UI { public class ExpertSkillConditionCell : CellView { [SerializeField] Text m_Condition; [SerializeField] Text m_Description; [SerializeField] Image m_Line; TreasureSkillModel model { get { return ModelCenter.Instance.GetModel(); } } public void Display(int skillId, int level) { var skillConfig = SkillConfig.Get(skillId + level - 1); var property = skillConfig.RequireProperty(); var propertyConfig = PlayerPropertyConfig.Get(property); m_Condition.text = string.Format("{0}灵根{1}激活", propertyConfig.Name, skillConfig.RequirePropertyValue()); m_Description.text = skillConfig.Description; m_Line.gameObject.SetActive(level < skillConfig.SkillMaxLV); var currentValue = UIHelper.GetPropertyValue((PropertyType)property); if (currentValue >= skillConfig.RequirePropertyValue()) { m_Description.color = UIHelper.s_LightYellow; } else { m_Description.color = UIHelper.s_Gray; } } } }