using System.Collections; using System.Collections.Generic; using UnityEngine; public class GetItemWindows : SingletonMonoBehaviour { //¾ÆÀÌÅÛ È¹µæ Á¤º¸ ÇÊ¿ä //¾ÆÀÌÅÛ ÀÌÆåÆ® private bool isAnim = false; protected override void OnAwake() { gameObject.SetActive(false); } public void SetUI(long addGold, long addCash, List deckUnit, List equipment, List consumableItem, List etcItem) { isAnim = true; gameObject.SetActive(true); if (addGold > 0) Debug.Log($"{addGold}°ñµå ȹµæ!"); if (addCash > 0) Debug.Log($"{addCash}Äɽ¬ ȹµæ!"); if (deckUnit != null && deckUnit.Count != 0) { for(int n = 0; n < deckUnit.Count; n++) { Debug.Log($"{deckUnit[n].unit_data_id}Äɸ¯ÅÍ È¹µæ!"); } } if (equipment != null && equipment.Count != 0) { for (int n = 0; n < equipment.Count; n++) { Debug.Log($"{equipment[n].equipment_data_id}Àåºñ ȹµæ!"); } } if (consumableItem != null && consumableItem.Count != 0) { for (int n = 0; n < consumableItem.Count; n++) { Debug.Log($"{consumableItem[n].consumable_item_data_id}¾ÆÀÌÅÆ {consumableItem[n].count}°³È¹µæ!"); } } if (etcItem != null && etcItem.Count != 0) { for (int n = 0; n < etcItem.Count; n++) { Debug.Log($"{etcItem[n].etc_item_data_id}¾ÆÀÌÅÆ {etcItem[n].count}°³È¹µæ!"); } } //Àӽà isAnim = false; } public void OnExit() { if (!isAnim) gameObject.SetActive(false); } }