using System; using UnityEngine; public class UIEnhancementDescController : MonoBehaviour { private int Coin { get { return int.Parse(this._coin.text); } set { this._coin.text = value.ToString(); } } private int TotalCoin { get { return this._totalCoinCache; } set { if (this._totalCoinCache != value) { this._totalCoinCache = value; this._totalCoin.text = value.ToString(); } } } private string Desc { get { return this._desc.text; } set { this._desc.text = value; } } private string NextLevelDesc { get { return this._nextLevelDesc.text; } set { this._nextLevelDesc.text = value; } } private string Controlkeys { get { return this.control_keys.text; } set { this.control_keys.text = value; } } private void Awake() { this._deadlyDiscIcon = this.control_keys.transform.GetChild(0).gameObject; } private void OnEnable() { if(UIEnhancementItem.Current!=null) this._coin.color = ((!UIEnhancementItem.Current.CoinEnough) ? UIEnhancementDescController.ColorRed : Color.white); } private void Update() { this.TotalCoin = R.Equipment.CoinNum; EnhancementItem current = UIEnhancementItem.Current; if (current != null && !current.Equals(this._currentItem)) { this._currentItem = current; this._level = this._currentItem.Level; if (this._level == 3) { this._coin.gameObject.SetActive(false); this._nextLevelDesc.gameObject.SetActive(false); this._upGradeGameObject.SetActive(false); } else { this._coin.gameObject.SetActive(true); this._nextLevelDesc.gameObject.SetActive(true); this._upGradeGameObject.SetActive(true); this.Coin = this._currentItem.Cost; this.NextLevelDesc = this._currentItem.NextLevelDesc; } this.Desc = this._currentItem.Desc; string controlkeys = this._currentItem.Controlkeys; if (controlkeys == "流") { this.Controlkeys = string.Empty; this._deadlyDiscIcon.SetActive(true); } else { if (this._deadlyDiscIcon.activeSelf) { this._deadlyDiscIcon.SetActive(false); } this.Controlkeys = controlkeys; } this._coin.color = ((!current.CoinEnough) ? UIEnhancementDescController.ColorRed : Color.white); } } private static readonly Color ColorRed = new Color(1f, 0.333333343f, 0.333333343f); private EnhancementItem _currentItem; [SerializeField] private UILabel _desc; [SerializeField] private UILabel _coin; [SerializeField] private UILabel _totalCoin; [SerializeField] private UILabel _nextLevelDesc; [SerializeField] private UILabel control_keys; private GameObject _deadlyDiscIcon; [SerializeField] private GameObject _upGradeGameObject; private int _level; private int _totalCoinCache; }