//Will be called by the TableView when a cell's visibility changed
 public void TableViewCellVisibilityChanged(int row, bool isVisible) {
     //Debug.Log(string.Format("Row {0} visibility changed to {1}", row, isVisible));
     if (isVisible) {
         VisibleCounterCell cell = (VisibleCounterCell)m_tableView.GetCellAtRow(row);
         cellCheck = cell;
         cell.NotifyBecameVisible();
     }
 }
Beispiel #2
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 // Token: 0x060044F6 RID: 17654 RVA: 0x001710B8 File Offset: 0x0016F4B8
 public void TableViewCellVisibilityChanged(int row, bool isVisible)
 {
     if (isVisible)
     {
         VisibleCounterCell visibleCounterCell = (VisibleCounterCell)this.m_tableView.GetCellAtRow(row);
         visibleCounterCell.NotifyBecameVisible();
     }
 }
 //Will be called by the TableView when a cell's visibility changed
 public void TableViewCellVisibilityChanged(int row, bool isVisible)
 {
     //Debug.Log(string.Format("Row {0} visibility changed to {1}", row, isVisible));
     if (isVisible)
     {
         VisibleCounterCell cell = (VisibleCounterCell)m_tableView.GetCellAtRow(row);
         cell.NotifyBecameVisible();
     }
 }
Beispiel #4
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 //Will be called by the TableView when a cell's visibility changed
 public void TableViewCellVisibilityChanged(int row, bool isVisible)
 {
     //if (UnityEngine.UI.Windows.Constants.LOGS_ENABLED == true) UnityEngine.Debug.Log(string.Format("Row {0} visibility changed to {1}", row, isVisible));
     if (isVisible)
     {
         VisibleCounterCell cell = (VisibleCounterCell)m_tableView.GetCellAtRow(row);
         cell.NotifyBecameVisible();
     }
 }
        //Will be called by the TableView when a cell needs to be created for display
        public TableViewCell GetCellForRowInTableView(TableView tableView, int row)
        {
            VisibleCounterCell cell = tableView.GetReusableCell(m_cellPrefab.reuseIdentifier) as VisibleCounterCell;

            if (cell == null)
            {
                cell      = (VisibleCounterCell)GameObject.Instantiate(m_cellPrefab);
                cell.name = "VisibleCounterCellInstance_" + (++m_numInstancesCreated).ToString();
            }
            cell.SetRowNumber(row);
            return(cell);
        }
        //Will be called by the TableView when a cell needs to be created for display
        public TableViewCell GetCellForRowInTableView(TableView tableView, int row) {
            VisibleCounterCell cell = tableView.GetReusableCell(m_cellPrefab.reuseIdentifier) as VisibleCounterCell;
            if (cell == null) {
                cell = (VisibleCounterCell)GameObject.Instantiate(m_cellPrefab);
                cell.name = "VisibleCounterCellInstance_" + (++m_numInstancesCreated).ToString();
            			
            }
            cellCheck = cell;
            rowCheck = row;
			//cell.SetRowNumber(row);
            Invoke("Display",0.1f);
          //	controlManagerMod3.rowValue.Add(row); ,	
           
            return cell;
        }
Beispiel #7
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        // Token: 0x060044F5 RID: 17653 RVA: 0x00171044 File Offset: 0x0016F444
        public TableViewCell GetCellForRowInTableView(TableView tableView, int row)
        {
            VisibleCounterCell visibleCounterCell = tableView.GetReusableCell(this.m_cellPrefab.reuseIdentifier) as VisibleCounterCell;

            if (visibleCounterCell == null)
            {
                visibleCounterCell = UnityEngine.Object.Instantiate <VisibleCounterCell>(this.m_cellPrefab);
                UnityEngine.Object @object = visibleCounterCell;
                string             str     = "VisibleCounterCellInstance_";
                int num = ++this.m_numInstancesCreated;
                @object.name = str + num.ToString();
            }
            visibleCounterCell.SetRowNumber(row);
            return(visibleCounterCell);
        }
        //Will be called by the TableView when a cell needs to be created for display
        public TableViewCell GetCellForRowInTableView(TableView tableView, int row)
        {
            VisibleCounterCell cell = tableView.GetReusableCell(m_cellPrefab.reuseIdentifier) as VisibleCounterCell;

            if (cell == null)
            {
                cell      = (VisibleCounterCell)GameObject.Instantiate(m_cellPrefab);
                cell.name = "VisibleCounterCellInstance_" + (++m_numInstancesCreated).ToString();
                //bind cell's click event
                cell.onClick = OnCellClick;
            }

            //refresh cell info
            cell.SetRowNumber(row);
            cell.SetText(m_data[row]);
            return(cell);
        }