Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/ShopDrumrollScrollItem.cs

60 lines
1.7 KiB
C#

using System.Collections.Generic;
using Cute;
using UnityEngine;
namespace Wizard;
public class ShopDrumrollScrollItem : MonoBehaviour
{
[SerializeField]
private GameObject _objNewMark;
[SerializeField]
private GameObject _objPrerelease;
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 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);
}
}
}