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