using System; using System.Collections; using Coffee.UIEffects; using game; using I2.Loc; using RND.SDK; using UnityEngine; using UnityEngine.UI; public class BuffPresenter : MonoBehaviour { [Header("Field")] [SerializeField] private EnumBuffType _buffType; [Header("Field")] [SerializeField] private Image _icon; [SerializeField] private Image _buffIcon; [SerializeField] private Text _title; [SerializeField] private Text _level; [SerializeField] private Text _price; [SerializeField] private Text _message; [Header("ADS View")] [SerializeField] private Sprite _adsBackground; [SerializeField] private Sprite _adsIcon; [Header("Default View")] [SerializeField] private Sprite _defaultBackground; [SerializeField] private Sprite _defaultIcon; [Header("VFX")] [SerializeField] private ParticleSystem _buyVFXPrefab; private enum EnumBuffBuying { COINS, ADS, ALL } private Buff Buff { get; set; } private Action BuyCallback { get; set; } private EnumBuffBuying BuyingMode { get; } private Button _button; private ParticleSystem _buyVFX; private Image _background; private Coroutine _buyRoutine; private UIShiny _shine; private Animator _animator; private void Awake() { _button = GetComponent