Ejemplo n.º 1
0
 protected override void Awake()
 {
     base.Awake();
     _matTpl    = transform.Find("Adapter/UIMatrix").GetComponent <UIMatrix>();
     _tranLeft  = transform.Find("Adapter/m/1/Left") as RectTransform;
     _tranRight = transform.Find("Adapter/m/1/Right") as RectTransform;
     _matLeft   = GameObject.Instantiate <UIMatrix>(_matTpl, _tranLeft);
     _matLeft.GetComponent <RectTransform>().anchoredPosition = Vector2.zero;
     _matLeft.gameObject.SetActive(true);
     _matRight = GameObject.Instantiate <UIMatrix>(_matTpl, _tranRight);
     _matRight.GetComponent <RectTransform>().anchoredPosition = Vector2.zero;
     _matRight.gameObject.SetActive(true);
     _btnTranspose = transform.Find("Adapter/m/1/btnTranspose").GetComponent <Button>();
     _btnTranspose.onClick.AddListener(OnClickBtnTranspose);
 }
Ejemplo n.º 2
0
 protected override void Awake()
 {
     base.Awake();
     _matTpl     = transform.Find("Adapter/UIMatrix").GetComponent <UIMatrix>();
     _tranLHS    = transform.Find("Adapter/m/1/LHS") as RectTransform;
     _tranRHS    = transform.Find("Adapter/m/1/RHS") as RectTransform;
     _tranResult = transform.Find("Adapter/m/1/Result") as RectTransform;
     _matLHS     = GameObject.Instantiate <UIMatrix>(_matTpl, _tranLHS);
     _matLHS.GetComponent <RectTransform>().anchoredPosition = Vector2.zero;
     _matLHS.gameObject.SetActive(true);
     _matRHS = GameObject.Instantiate <UIMatrix>(_matTpl, _tranRHS);
     _matRHS.GetComponent <RectTransform>().anchoredPosition = Vector2.zero;
     _matRHS.gameObject.SetActive(true);
     _matResult = GameObject.Instantiate <UIMatrix>(_matTpl, _tranResult);
     _matResult.GetComponent <RectTransform>().anchoredPosition = Vector2.zero;
     _matResult.gameObject.SetActive(true);
     _btnNumMulti = transform.Find("Adapter/m/1/btnNumMulti").GetComponent <Button>();
     _btnNumMulti.onClick.AddListener(OnClickBtnNumMulti);
 }
Ejemplo n.º 3
0
 internal void Init(UIMatrix parent, int row, int colume)
 {
     _parent = parent;
     _row    = row;
     _colume = colume;
 }