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