private void ReadMasterDataFromFile() { // TODO: 抽象クラスにまとめるために、マスタファイルパス取得処理を、抽象メソッド化する. List <Dictionary <string, object> > rawDataList = CsvParser.ReadAndParse(MasterFilePath.Fukidashi); foreach (var rawData in rawDataList) { ParseMasterData(rawData); var item = new MasterItemFukidashi(rawData); _items.Add(item); } }
private Fukidashi InstantiateObject(MasterItemFukidashi master, Action <Fukidashi> onTouch) { GameObject fukidashiGameObj = Instantiate(_fukidashiPrefab, _canvas.transform); Fukidashi fukidashi = fukidashiGameObj.GetComponent <Fukidashi>(); Debug.Assert(fukidashi != null); fukidashi.SetMasterData(master); fukidashi.TouchCallback = onTouch; return(fukidashi); }
public void SetMasterData(MasterItemFukidashi master) { GetComponent <RectTransform>().anchoredPosition = new Vector3((float)master.X, (float)master.Y, 0.0f); TextMeshProUGUI[] texts = this.GetComponentsInChildren <TextMeshProUGUI>(); if (texts.Length >= 1) { texts[0].text = master.Title; texts[0].fontSize = FontSize; } else { Debug.AssertFormat(false, "Text Object was not set."); } _answerId = master.AnswerId; }