using System.Collections.Generic; using Cute; using UnityEngine; namespace Wizard; public class ShopDrumrollScrollItem : MonoBehaviour { [SerializeField] private GameObject _objNewMark; [SerializeField] private GameObject _objPrerelease; [SerializeField] private GameObject _objBadge; private void Awake() { _ = _objNewMark != null; } public void SetActiveNewMark(bool isActive) { if (_objNewMark == null) { return; } if (_objNewMark.activeSelf != isActive) { _objNewMark.SetActive(isActive); } if (isActive) { GameObject _objNewEffect = Object.Instantiate(Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath("cmn_shop_icon_1", ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true)) as GameObject); _objNewEffect.transform.SetParent(_objNewMark.transform); _objNewEffect.transform.localPosition = Vector3.zero; // Pre-Phase-5b: SetUIParticleShader + ChangeMaskShader dropped; headless has no EffectMgr. _objNewEffect.SetActive(value: true); } } public void SetActiveBadge(bool isActive) { if (!(_objBadge == null) && _objBadge.activeSelf != isActive) { _objBadge.SetActive(isActive); } } public void SetActivePrereleaseMark(bool isActive) { if (_objPrerelease == null) { return; } if (_objPrerelease.activeSelf != isActive) { _objPrerelease.SetActive(isActive); } if (isActive) { GameObject effectObj = Object.Instantiate(Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath("cmn_shop_icon_1", ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true)) as GameObject); effectObj.transform.SetParent(_objPrerelease.transform); effectObj.transform.localPosition = Vector3.zero; // Pre-Phase-5b: SetUIParticleShader + ChangeMaskShader dropped; headless has no EffectMgr. effectObj.SetActive(value: true); } } }