#define TEST using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public struct UIWeaponWidgetParam { public WeaponBase weapon; } public class UIWeaponWidget : UIGridPropBase { public Image Image_Icon; public Image Image_CD; public Text Text_Count; public WeaponBase weapon { get { return m_Weapon; } } private WeaponBase m_Weapon; public override void Set(object param) { UIWeaponWidgetParam info = (UIWeaponWidgetParam)param; m_Weapon = info.weapon; Image_Icon.sprite = ResourceManager.Instance.Load(info.weapon.iconPath); Image_CD.gameObject.SetActive(weapon.autoMode == WeaponBase.AutoMode.Interval); int n = weapon.count; Text_Count.gameObject.SetActive(n > 1); Text_Count.text = n.ToString(); } private void Update() { if(weapon.autoMode == WeaponBase.AutoMode.Interval) { float countDown = TinyCountDown.Instance.Get(weapon.GetHashCode().ToString()); float t = countDown / weapon.interval; Image_CD.fillAmount = t; } } }