private void CreatCell(int index) { if (index < 0 || index > _cellCount - 1) { return; } if (_dictCell.ContainsKey(index)) { return; } CellData _data = _listCellData[index]; GameObject _c; if (_pool.Count > 0) { _c = _pool.Dequeue(); _c.SetActive(true); } else { _c = GameObject.Instantiate(_cell); } _c.transform.Find("Text").GetComponent <Text>().text = index.ToString(); _c.transform.SetParent(_contentTransform); (_c.transform as RectTransform).anchoredPosition = new Vector2(0, -cellHeight * index); _c.transform.localScale = Vector2.one; UIBtn uiBtn = _c.GetComponent <UIBtn>() == null?_c.AddComponent <UIBtn>() : _c.GetComponent <UIBtn>(); uiBtn.cellData = _data; _c.name = "cell " + index; _dictCell.Add(index, _c); }
public void StageStartUp(UIBtn uIBtn) { //如果 目標Stage = 當前Stage(已開啟) if (uIBtn.launchStageCode == currentStageCode && StageIsActive) { CloseCurrentStage(); } else { currentStageCode = uIBtn.launchStageCode; CloseOtherStage(); //啟動目標 Stage foreach (var st in stages) //找到目標Stage { if (st.stagecode == uIBtn.launchStageCode) { st.StageShow(); } } StageIsActive = true; } }