/// <summary> /// Populates the NeedGroupUIs with all the needed elements /// </summary> public void DisplayObjects() { if (lastShownMapElement != selectedMapElement) { lastShownMapElement = selectedMapElement; List <PropertyOwnership> needs = selectedMapElement.propertyManager.GetPropertiesWithPriority(Property.NeedPriority.None); if (needs == null) { return; } Debug.Log($"Setting up UI for group of needs (Properties) with length {needs.Count}:\n ● {needs.ToStringAllElements("\n ● ")}\n", gameObject); // Instantiate missing UI elements int missingUIElements = needs.Count - propertyUIs.Count; for (int e = 0; e < missingUIElements; e++) { GameObject spawnedPropertyUI = Instantiate(propertyUIPrefab, propertiesArea.transform); PropertyUI propertyUI = spawnedPropertyUI.GetComponentRequired <PropertyUI>(); propertyUIs.Add(propertyUI); } // Configure the UI elements for (int e = 0; e < propertyUIs.Count; e++) { PropertyOwnership propertyOwnershipToDisplay = needs.Count > e ? needs[e] : null; propertyUIs[e].Setup(propertyOwnershipToDisplay); } } }
/// <summary> /// 生成扩展表单HTML /// </summary> /// <param name="sb"></param> /// <param name="field"></param> /// <param name="attrValue"></param> private void AppendExtendFormHtml(StringBuilder sb, IExtendField field, string attrValue) { PropertyUI uiType = (PropertyUI)int.Parse(field.Type); sb.Append("<dl><dt>").Append(field.Name).Append(":</dt><dd>"); switch (uiType) { case PropertyUI.Text: sb.Append("<input type=\"text\" class=\"w300 ui-box\" field=\"extend_").Append(field.GetDomainId().ToString()) .Append("\" value=\"").Append(attrValue).Append("\"/>"); break; case PropertyUI.MultLine: sb.Append("<textarea class=\"w300 ui-box\" field=\"extend_").Append(field.GetDomainId().ToString()) .Append("\">").Append(attrValue).Append("</textarea>"); break; case PropertyUI.Integer: sb.Append("<input type=\"text\" class=\"w300 ui-box ui-validate\" isnum=\"true\" field=\"extend_") .Append(field.GetDomainId().ToString()).Append("\" value=\"").Append(attrValue).Append("\"/>"); break; case PropertyUI.Upload: // sb.Append("<input type=\"text\" disabled=\"disabled\" class=\"tb_normal\" id=\"extend_").Append(field.ID.ToString()) sb.Append("<input type=\"text\" class=\"w300 ui-box upload_value\" id=\"extend_") .Append(field.GetDomainId().ToString()) .Append("\" field=\"extend_").Append(field.GetDomainId().ToString()) .Append("\" value=\"").Append(attrValue).Append("\"/> <span class=\"ui-button w80 middle-button\" id=\"upload_") .Append(field.GetDomainId().ToString()).Append("\"><span class=\" button-inner\"><span class=\"button-txt\">选择文件</span>") .Append("<a href=\"javascript:;\"></a></span></span>") .Append("<script type=\"text/javascript\">jr.propertyUpload(") .Append("'upload_").Append(field.GetDomainId().ToString()).Append("','extend_") .Append(field.GetDomainId().ToString()) .Append("');</script>"); break; } sb.Append("</dd></dl>"); }
public string BuildUIString(PropertyUI ui,string key,params string[] data) { return ""; }
// Start is called before the first frame update void Start() { // Get an instance of the propUI object and set it to false ( we ain't using it yet ). propUI = GameObject.FindObjectOfType <PropertyUI>(); propUI.gameObject.SetActive(false); // Get an instance of the buyRail object and set it to false ( we ain't using it yet ). buyRail = GameObject.FindObjectOfType <BuyRailRoadUI>(); buyRail.gameObject.SetActive(false); // Get an instance of the railOwnedUI object and set it to false. railOwned = GameObject.FindObjectOfType <RailOwnedUI>(); railOwned.gameObject.SetActive(false); // Get an instance of the ChanceCardUI object and set it to false. chanceCardUI = GameObject.FindObjectOfType <ChanceCardUI>(); chanceCardUI.gameObject.SetActive(false); // Get an instance of the CommunityChestUI object and set it to false. commUI = GameObject.FindObjectOfType <CommunityChestUI>(); commUI.gameObject.SetActive(false); // Get instance of property monopoly UI. propMonop = GameObject.FindObjectOfType <PropertyOwnMonopoly>(); propMonop.gameObject.SetActive(false); // Get instance of property owned UI. propOwnedUi = GameObject.FindObjectOfType <PropertyOwnedUI>(); propOwnedUi.gameObject.SetActive(false); // Get instance of pass go UI. passGoUi = GameObject.FindObjectOfType <PassGoUI>(); passGoUi.gameObject.SetActive(false); // Get instance of TaxUI. taxUI = GameObject.FindObjectOfType <TaxUI>(); taxUI.gameObject.SetActive(false); // Get instance of UtilUI. utilUI = GameObject.FindObjectOfType <UtilityUI>(); utilUI.gameObject.SetActive(false); // Get instance of jailLandedUI. jailLanded = GameObject.FindObjectOfType <JailLandedUI>(); jailLanded.gameObject.SetActive(false); // Get instance of GoToJailUI. goToJailUI = GameObject.FindObjectOfType <GoToJailUI>(); goToJailUI.gameObject.SetActive(false); // Get instance of InJailUI inJailUI = GameObject.FindObjectOfType <InJailUI>(); inJailUI.gameObject.SetActive(false); // Get instance of InJailUI doubleRollUI = GameObject.FindObjectOfType <DoubleRollUI>(); doubleRollUI.gameObject.SetActive(false); menu = GameObject.FindObjectOfType <PauseMenu>(); menu.gameObject.SetActive(false); // Get an instance of the ownership class. owner = GameObject.FindObjectOfType <Ownership>(); // Check the players money. CheckPlayerMoney(); Debug.Log("Current player is: " + (CurrentPlayerID + 1)); }
public string BuildUIString(PropertyUI ui, string key, params string[] data) { return(""); }