private void createCategoryButton(EquipmentCategoryDefinitionContentKey categoryDataKey, bool isDisabled = false, string categoryToSelect = "")
    {
        GameObject gameObject = Object.Instantiate(categoryButtonPrefab);

        gameObject.transform.SetParent(base.transform, worldPositionStays: false);
        CategoryButton component = gameObject.GetComponent <CategoryButton>();

        component.Init(categoryDataKey, eventProxy);
        categoryButtons.Add(categoryDataKey.Key, component);
        SetCategoryButtonDisabledState(categoryDataKey.Key, isDisabled);
        if (!string.IsNullOrEmpty(categoryToSelect) && categoryDataKey.Key == categoryToSelect)
        {
            gameObject.GetComponent <TintToggleGroupButton>().OnClick();
            categoryToSelectButtonIndex = categoryButtons.Count;
        }
        else
        {
            gameObject.GetComponent <TintToggleGroupButton>().SetTint(on: false);
        }
    }
Beispiel #2
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    void CreateCategoryButton(CategoryInfo info)
    {
        if (CategoryButtonPrefab != null)
        {
            GameObject unitObj = Instantiate(CategoryButtonPrefab) as GameObject;
            unitObj.transform.SetParent(Panel.transform);
            unitObj.transform.localScale    = Vector3.one;
            unitObj.transform.localPosition = Vector3.zero;
            unitObj.transform.localRotation = Quaternion.identity;
            unitObj.name = "CategoryBtn" + info.name;

            CategoryButton btn = unitObj.GetComponentInChildren <CategoryButton>();

            // initilze the unit
            btn.Init(info, cateButtons.Count, this);

            // save the unit in the listx
            cateButtons.Add(btn);
        }
    }