public void SelectAction() { if (_nextLayer == null) { _nextLayer = Getter.GetChildLayerFromGameObject (_itemObject); if (_nextLayer == null) { print ("layer find error"); return; } if (_nextLayer == null) { // there is no layer below this item print ("layer find error"); return; } _nextLayer.Level = _curLayer.Level+1; _nextLayer.PrevLayer = _curLayer; _nextLayer.CancelItemLabel = _cancelItemLabel; _nextLayer.Build (_sSettings, _itemObject); } else { _nextLayer.UILayer.AppearLayer(_nextLayer.Level - _curLayer.Level); } _curLayer.UILayer.DisappearLayer(_nextLayer.Level - _curLayer.Level); }
public void SelectAction() { if (_nextLayer == null) { _nextLayer = Getter.GetChildLayerFromGameObject(_itemObject); if (_nextLayer == null) { print("layer find error"); return; } if (_nextLayer == null) // there is no layer below this item { print("layer find error"); return; } _nextLayer.Level = _curLayer.Level + 1; _nextLayer.PrevLayer = _curLayer; _nextLayer.CancelItemLabel = _cancelItemLabel; _nextLayer.Build(_sSettings, _itemObject); } else { _nextLayer.UILayer.AppearLayer(_nextLayer.Level - _curLayer.Level); } _curLayer.UILayer.DisappearLayer(_nextLayer.Level - _curLayer.Level); }
internal void Build(ShortcutSettings sSettings, GameObject parentObj) { layer = Getter.GetChildLayerFromGameObject (gameObject); if (layer == null) { print ("layer find error"); return; } isAppearing = true; layer.Build (sSettings, gameObject); }
internal void Build(ShortcutSettings sSettings, GameObject parentObj) { layer = Getter.GetChildLayerFromGameObject(gameObject); if (layer == null) { print("layer find error"); return; } isAppearing = true; layer.Build(sSettings, gameObject); }