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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<Sprite>(info.weapon.iconPath);
Image_CD.gameObject.SetActive(weapon.autoMode == WeaponBase.AutoMode.Interval);
int n = Random.Range(1, 20);
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;
}
}
}
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