Beispiel #1
0
    private void AddItem(ScenarioList.Item item)
    {
        UIScenarioItem itemUI = UIManager.OpenWindow(_itemPrefab, _contents) as UIScenarioItem;

        itemUI.Set(item
                   , delegate { OnItemSelected(item._ID); }
                   );
    }
Beispiel #2
0
    private void AddItem(ScenarioList.Item item)
    {
        UIScenarioItem itemUI = UIManager.CreateWidget <UIScenarioItem>(_itemPrefab, _contents);

        itemUI.Set(item
                   , delegate { OnItemSelected(item._ID); }
                   );
    }
Beispiel #3
0
    public void Set(ScenarioList.Item item, UnityAction onClick)
    {
        _number.text = item._ID.ToString();
        _title.text  = item._title;

        System.Text.StringBuilder sb = new System.Text.StringBuilder();
        for (int i = 0; i < item._tags.Count; ++i)
        {
            if (i != 0)
            {
                sb.Append(", ");
            }
            sb.Append(item._tags[i]);
        }
        _tag.text = sb.ToString();

        _btn.onClick.AddListener(onClick);
    }
Beispiel #4
0
        private static void CreatScenarioList()
        {
            ScenarioList data = new ScenarioList();

            var item1 = new ScenarioList.Item();

            item1._ID    = 1;
            item1._title = "TEST1";
            data._items.Add(item1);

            var item2 = new ScenarioList.Item();

            item2._ID    = 2;
            item2._title = "TEST2";
            item2._tags.Add("Tag1");
            item2._tags.Add("Tag2");
            data._items.Add(item2);

            string jsonString = JsonUtility.ToJson(data, true);

            System.IO.File.WriteAllText(Application.dataPath + "/Resources/" + Define._scenarioListPath + ".json", jsonString);
            AssetDatabase.Refresh();
        }