void Start() { utilItem = null; utilItemPrefab = Resources.Load("Prefabs/UtilItemPrefab", typeof(GameObject)) as GameObject; grid = FindGameObject("Grid"); StartCoroutine(DelaySetupUtilGrid()); }
void SetupUtilGrid(){ int i = 0; foreach(Dictionary<string,string> item in DataManager.Instance.items){ GameObject instance = NGUITools.AddChild(grid, utilItemPrefab) as GameObject; UISprite sprite = instance.transform.FindChild("item").GetComponent<UISprite>(); UtilItem uItem = instance.GetComponent<UtilItem>(); sprite.spriteName = item["id"]; instance.name = "Item_" + item["id"]; uItem.idx = i; if (i==0) utilItem = uItem; i ++; } grid.GetComponent<UIGrid>().Reposition(); }
void SetupUtilGrid() { int i = 0; foreach (Dictionary <string, string> item in DataManager.Instance.items) { GameObject instance = NGUITools.AddChild(grid, utilItemPrefab) as GameObject; UISprite sprite = instance.transform.FindChild("item").GetComponent <UISprite>(); UtilItem uItem = instance.GetComponent <UtilItem>(); sprite.spriteName = item["id"]; instance.name = "Item_" + item["id"]; uItem.idx = i; if (i == 0) { utilItem = uItem; } i++; } grid.GetComponent <UIGrid>().Reposition(); }
void Start () { utilItem = null; utilItemPrefab = Resources.Load("Prefabs/UtilItemPrefab", typeof(GameObject)) as GameObject; grid = FindGameObject("Grid"); StartCoroutine( DelaySetupUtilGrid() ); }