using System; using System.Collections.Generic; using MaidStatus; using UnityEngine; using wf; public class AttributeViewer : MonoBehaviour { public void Awake() { if (this.seiheki_table_ != null) { return; } this.updateStatusInfo = false; this.seiheki_table_ = UTY.GetChildObject(base.gameObject, "Contents/Attribute/AttributeUnitParent", false).GetComponent(); List childList = this.seiheki_table_.GetChildList(); for (int i = 0; i < childList.Count; i++) { childList[i].gameObject.SetActive(false); } this.seiheki_table_.Reposition(); } public void OnEnable() { this.UpdateStatusInfo(); } public void UpdateStatusInfo() { this.Awake(); if (this.updateStatusInfo || this.targetMaid == null) { return; } this.updateStatusInfo = true; Status status = this.targetMaid.status; List childList = this.seiheki_table_.GetChildList(); for (int i = 0; i < childList.Count; i++) { childList[i].gameObject.SetActive(false); } int num = 0; foreach (Propensity.Data data in status.propensitys.GetValueArray()) { if (childList.Count <= num) { break; } childList[num].gameObject.SetActive(true); UILabel componentInChildren = childList[num].gameObject.GetComponentInChildren(); if (!(componentInChildren == null)) { componentInChildren.text = data.drawName; Utility.SetLocalizeTerm(componentInChildren, data.termName, false); num++; } } } [SerializeField] public Maid targetMaid; private UITable seiheki_table_; private bool updateStatusInfo; }