//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_btn_btn_queding = fastComponent.FastGetComponent <UIButton>("btn_queding"); if (null == m_btn_btn_queding) { Engine.Utility.Log.Error("m_btn_btn_queding 为空,请检查prefab是否缺乏组件"); } m_trans_root = fastComponent.FastGetComponent <Transform>("root"); if (null == m_trans_root) { Engine.Utility.Log.Error("m_trans_root 为空,请检查prefab是否缺乏组件"); } m_widget_item01 = fastComponent.FastGetComponent <UIWidget>("item01"); if (null == m_widget_item01) { Engine.Utility.Log.Error("m_widget_item01 为空,请检查prefab是否缺乏组件"); } m_label_name = fastComponent.FastGetComponent <UILabel>("name"); if (null == m_label_name) { Engine.Utility.Log.Error("m_label_name 为空,请检查prefab是否缺乏组件"); } m_btn_close = fastComponent.FastGetComponent <UIButton>("close"); if (null == m_btn_close) { Engine.Utility.Log.Error("m_btn_close 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_btn_Confirm = fastComponent.FastGetComponent <UIButton>("Confirm"); if (null == m_btn_Confirm) { Engine.Utility.Log.Error("m_btn_Confirm 为空,请检查prefab是否缺乏组件"); } m_btn_Close = fastComponent.FastGetComponent <UIButton>("Close"); if (null == m_btn_Close) { Engine.Utility.Log.Error("m_btn_Close 为空,请检查prefab是否缺乏组件"); } m_label_EquipName = fastComponent.FastGetComponent <UILabel>("EquipName"); if (null == m_label_EquipName) { Engine.Utility.Log.Error("m_label_EquipName 为空,请检查prefab是否缺乏组件"); } m_trans_InfoGridRoot = fastComponent.FastGetComponent <Transform>("InfoGridRoot"); if (null == m_trans_InfoGridRoot) { Engine.Utility.Log.Error("m_trans_InfoGridRoot 为空,请检查prefab是否缺乏组件"); } m_grid_AdditiveContent = fastComponent.FastGetComponent <UIGrid>("AdditiveContent"); if (null == m_grid_AdditiveContent) { Engine.Utility.Log.Error("m_grid_AdditiveContent 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_ctor_dayRoot = fastComponent.FastGetComponent <UIGridCreatorBase>("dayRoot"); if (null == m_ctor_dayRoot) { Engine.Utility.Log.Error("m_ctor_dayRoot 为空,请检查prefab是否缺乏组件"); } m_btn_DetailBtn = fastComponent.FastGetComponent <UIButton>("DetailBtn"); if (null == m_btn_DetailBtn) { Engine.Utility.Log.Error("m_btn_DetailBtn 为空,请检查prefab是否缺乏组件"); } m_btn_Colsebtn = fastComponent.FastGetComponent <UIButton>("Colsebtn"); if (null == m_btn_Colsebtn) { Engine.Utility.Log.Error("m_btn_Colsebtn 为空,请检查prefab是否缺乏组件"); } m_trans_UIOpenServerGrid = fastComponent.FastGetComponent <Transform>("UIOpenServerGrid"); if (null == m_trans_UIOpenServerGrid) { Engine.Utility.Log.Error("m_trans_UIOpenServerGrid 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_label_TitleText = fastComponent.FastGetComponent <UILabel>("TitleText"); if (null == m_label_TitleText) { Engine.Utility.Log.Error("m_label_TitleText 为空,请检查prefab是否缺乏组件"); } m_btn_close = fastComponent.FastGetComponent <UIButton>("close"); if (null == m_btn_close) { Engine.Utility.Log.Error("m_btn_close 为空,请检查prefab是否缺乏组件"); } m_trans_ContentArea = fastComponent.FastGetComponent <Transform>("ContentArea"); if (null == m_trans_ContentArea) { Engine.Utility.Log.Error("m_trans_ContentArea 为空,请检查prefab是否缺乏组件"); } m_trans_ScrollView = fastComponent.FastGetComponent <Transform>("ScrollView"); if (null == m_trans_ScrollView) { Engine.Utility.Log.Error("m_trans_ScrollView 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_label_item_name = fastComponent.FastGetComponent <UILabel>("item_name"); if (null == m_label_item_name) { Engine.Utility.Log.Error("m_label_item_name 为空,请检查prefab是否缺乏组件"); } m__icon = fastComponent.FastGetComponent <UITexture>("icon"); if (null == m__icon) { Engine.Utility.Log.Error("m__icon 为空,请检查prefab是否缺乏组件"); } m_sprite_iconBg = fastComponent.FastGetComponent <UISprite>("iconBg"); if (null == m_sprite_iconBg) { Engine.Utility.Log.Error("m_sprite_iconBg 为空,请检查prefab是否缺乏组件"); } m_sprite_slider = fastComponent.FastGetComponent <UISprite>("slider"); if (null == m_sprite_slider) { Engine.Utility.Log.Error("m_sprite_slider 为空,请检查prefab是否缺乏组件"); } m_sprite_iconCollect = fastComponent.FastGetComponent <UISprite>("iconCollect"); if (null == m_sprite_iconCollect) { Engine.Utility.Log.Error("m_sprite_iconCollect 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_trans_MapNameRoot = fastComponent.FastGetComponent <Transform>("MapNameRoot"); if (null == m_trans_MapNameRoot) { Engine.Utility.Log.Error("m_trans_MapNameRoot 为空,请检查prefab是否缺乏组件"); } m_label_MapName = fastComponent.FastGetComponent <UILabel>("MapName"); if (null == m_label_MapName) { Engine.Utility.Log.Error("m_label_MapName 为空,请检查prefab是否缺乏组件"); } m_trans_ParticleEffectRoot = fastComponent.FastGetComponent <Transform>("ParticleEffectRoot"); if (null == m_trans_ParticleEffectRoot) { Engine.Utility.Log.Error("m_trans_ParticleEffectRoot 为空,请检查prefab是否缺乏组件"); } m_trans_TipsEffectRoot = fastComponent.FastGetComponent <Transform>("TipsEffectRoot"); if (null == m_trans_TipsEffectRoot) { Engine.Utility.Log.Error("m_trans_TipsEffectRoot 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_label_myRanknum_label = fastComponent.FastGetComponent <UILabel>("myRanknum_label"); if (null == m_label_myRanknum_label) { Engine.Utility.Log.Error("m_label_myRanknum_label 为空,请检查prefab是否缺乏组件"); } m_label_myScorenum_label = fastComponent.FastGetComponent <UILabel>("myScorenum_label"); if (null == m_label_myScorenum_label) { Engine.Utility.Log.Error("m_label_myScorenum_label 为空,请检查prefab是否缺乏组件"); } m_trans_fishingrankscrollview = fastComponent.FastGetComponent <Transform>("fishingrankscrollview"); if (null == m_trans_fishingrankscrollview) { Engine.Utility.Log.Error("m_trans_fishingrankscrollview 为空,请检查prefab是否缺乏组件"); } m_btn_btn_close = fastComponent.FastGetComponent <UIButton>("btn_close"); if (null == m_btn_btn_close) { Engine.Utility.Log.Error("m_btn_btn_close 为空,请检查prefab是否缺乏组件"); } m_widget_UIFishingRankGrid = fastComponent.FastGetComponent <UIWidget>("UIFishingRankGrid"); if (null == m_widget_UIFishingRankGrid) { Engine.Utility.Log.Error("m_widget_UIFishingRankGrid 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_widget_itemprefab = fastComponent.FastGetComponent <UIWidget>("itemprefab"); if (null == m_widget_itemprefab) { Engine.Utility.Log.Error("m_widget_itemprefab 为空,请检查prefab是否缺乏组件"); } m_sprite_icon = fastComponent.FastGetComponent <UISprite>("icon"); if (null == m_sprite_icon) { Engine.Utility.Log.Error("m_sprite_icon 为空,请检查prefab是否缺乏组件"); } m_trans_root = fastComponent.FastGetComponent <Transform>("root"); if (null == m_trans_root) { Engine.Utility.Log.Error("m_trans_root 为空,请检查prefab是否缺乏组件"); } m_btn_close = fastComponent.FastGetComponent <UIButton>("close"); if (null == m_btn_close) { Engine.Utility.Log.Error("m_btn_close 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_label_BiaoTi_Label = fastComponent.FastGetComponent <UILabel>("BiaoTi_Label"); if (null == m_label_BiaoTi_Label) { Engine.Utility.Log.Error("m_label_BiaoTi_Label 为空,请检查prefab是否缺乏组件"); } m_btn_btn_Close = fastComponent.FastGetComponent <UIButton>("btn_Close"); if (null == m_btn_btn_Close) { Engine.Utility.Log.Error("m_btn_btn_Close 为空,请检查prefab是否缺乏组件"); } m_ctor_LineScrollView = fastComponent.FastGetComponent <UIGridCreatorBase>("LineScrollView"); if (null == m_ctor_LineScrollView) { Engine.Utility.Log.Error("m_ctor_LineScrollView 为空,请检查prefab是否缺乏组件"); } m_trans_UIChangeLineGrid = fastComponent.FastGetComponent <Transform>("UIChangeLineGrid"); if (null == m_trans_UIChangeLineGrid) { Engine.Utility.Log.Error("m_trans_UIChangeLineGrid 为空,请检查prefab是否缺乏组件"); } m_trans_Sigh = fastComponent.FastGetComponent <Transform>("Sigh"); if (null == m_trans_Sigh) { Engine.Utility.Log.Error("m_trans_Sigh 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_trans_chapterPanel = fastComponent.FastGetComponent <Transform>("chapterPanel"); if (null == m_trans_chapterPanel) { Engine.Utility.Log.Error("m_trans_chapterPanel 为空,请检查prefab是否缺乏组件"); } m_label_title = fastComponent.FastGetComponent <UILabel>("title"); if (null == m_label_title) { Engine.Utility.Log.Error("m_label_title 为空,请检查prefab是否缺乏组件"); } m_label_desc = fastComponent.FastGetComponent <UILabel>("desc"); if (null == m_label_desc) { Engine.Utility.Log.Error("m_label_desc 为空,请检查prefab是否缺乏组件"); } m_sprite_Bg = fastComponent.FastGetComponent <UISprite>("Bg"); if (null == m_sprite_Bg) { Engine.Utility.Log.Error("m_sprite_Bg 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m__enter_right = fastComponent.FastGetComponent <UITexture>("enter_right"); if (null == m__enter_right) { Engine.Utility.Log.Error("m__enter_right 为空,请检查prefab是否缺乏组件"); } m_label_up_label = fastComponent.FastGetComponent <UILabel>("up_label"); if (null == m_label_up_label) { Engine.Utility.Log.Error("m_label_up_label 为空,请检查prefab是否缺乏组件"); } m_label_down_label = fastComponent.FastGetComponent <UILabel>("down_label"); if (null == m_label_down_label) { Engine.Utility.Log.Error("m_label_down_label 为空,请检查prefab是否缺乏组件"); } m_trans_redeffect = fastComponent.FastGetComponent <Transform>("redeffect"); if (null == m_trans_redeffect) { Engine.Utility.Log.Error("m_trans_redeffect 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_label_name = fastComponent.FastGetComponent <UILabel>("name"); if (null == m_label_name) { Engine.Utility.Log.Error("m_label_name 为空,请检查prefab是否缺乏组件"); } m_btn_close = fastComponent.FastGetComponent <UIButton>("close"); if (null == m_btn_close) { Engine.Utility.Log.Error("m_btn_close 为空,请检查prefab是否缺乏组件"); } m_trans_SelectCityWar = fastComponent.FastGetComponent <Transform>("SelectCityWar"); if (null == m_trans_SelectCityWar) { Engine.Utility.Log.Error("m_trans_SelectCityWar 为空,请检查prefab是否缺乏组件"); } m_widget_CityWarGrid = fastComponent.FastGetComponent <UIWidget>("CityWarGrid"); if (null == m_widget_CityWarGrid) { Engine.Utility.Log.Error("m_widget_CityWarGrid 为空,请检查prefab是否缺乏组件"); } m_trans_SelectCityWarContent = fastComponent.FastGetComponent <Transform>("SelectCityWarContent"); if (null == m_trans_SelectCityWarContent) { Engine.Utility.Log.Error("m_trans_SelectCityWarContent 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_btn_call = fastComponent.FastGetComponent <UIButton>("call"); if (null == m_btn_call) { Engine.Utility.Log.Error("m_btn_call 为空,请检查prefab是否缺乏组件"); } m_label_timeLabel = fastComponent.FastGetComponent <UILabel>("timeLabel"); if (null == m_label_timeLabel) { Engine.Utility.Log.Error("m_label_timeLabel 为空,请检查prefab是否缺乏组件"); } m_btn_close = fastComponent.FastGetComponent <UIButton>("close"); if (null == m_btn_close) { Engine.Utility.Log.Error("m_btn_close 为空,请检查prefab是否缺乏组件"); } m_slider_slidertop = fastComponent.FastGetComponent <UISlider>("slidertop"); if (null == m_slider_slidertop) { Engine.Utility.Log.Error("m_slider_slidertop 为空,请检查prefab是否缺乏组件"); } m_slider_sliderbuttom = fastComponent.FastGetComponent <UISlider>("sliderbuttom"); if (null == m_slider_sliderbuttom) { Engine.Utility.Log.Error("m_slider_sliderbuttom 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_btn_gaiming_close = fastComponent.FastGetComponent <UIButton>("gaiming_close"); if (null == m_btn_gaiming_close) { Engine.Utility.Log.Error("m_btn_gaiming_close 为空,请检查prefab是否缺乏组件"); } m_label_name = fastComponent.FastGetComponent <UILabel>("name"); if (null == m_label_name) { Engine.Utility.Log.Error("m_label_name 为空,请检查prefab是否缺乏组件"); } m_input_input = fastComponent.FastGetComponent <UIInput>("input"); if (null == m_input_input) { Engine.Utility.Log.Error("m_input_input 为空,请检查prefab是否缺乏组件"); } m_btn_gaiming_quxiao = fastComponent.FastGetComponent <UIButton>("gaiming_quxiao"); if (null == m_btn_gaiming_quxiao) { Engine.Utility.Log.Error("m_btn_gaiming_quxiao 为空,请检查prefab是否缺乏组件"); } m_btn_gaiming_queding = fastComponent.FastGetComponent <UIButton>("gaiming_queding"); if (null == m_btn_gaiming_queding) { Engine.Utility.Log.Error("m_btn_gaiming_queding 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_trans_citywar = fastComponent.FastGetComponent <Transform>("citywar"); if (null == m_trans_citywar) { Engine.Utility.Log.Error("m_trans_citywar 为空,请检查prefab是否缺乏组件"); } m_btn_Colsebtn = fastComponent.FastGetComponent <UIButton>("Colsebtn"); if (null == m_btn_Colsebtn) { Engine.Utility.Log.Error("m_btn_Colsebtn 为空,请检查prefab是否缺乏组件"); } m_trans_huangling = fastComponent.FastGetComponent <Transform>("huangling"); if (null == m_trans_huangling) { Engine.Utility.Log.Error("m_trans_huangling 为空,请检查prefab是否缺乏组件"); } m_btn_Colsebtn2 = fastComponent.FastGetComponent <UIButton>("Colsebtn2"); if (null == m_btn_Colsebtn2) { Engine.Utility.Log.Error("m_btn_Colsebtn2 为空,请检查prefab是否缺乏组件"); } m_btn_checkbtn = fastComponent.FastGetComponent <UIButton>("checkbtn"); if (null == m_btn_checkbtn) { Engine.Utility.Log.Error("m_btn_checkbtn 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_trans_Wing = fastComponent.FastGetComponent <Transform>("Wing"); if (null == m_trans_Wing) { Engine.Utility.Log.Error("m_trans_Wing 为空,请检查prefab是否缺乏组件"); } m_sprite_Bg = fastComponent.FastGetComponent <UISprite>("Bg"); if (null == m_sprite_Bg) { Engine.Utility.Log.Error("m_sprite_Bg 为空,请检查prefab是否缺乏组件"); } m_trans_AwardContent = fastComponent.FastGetComponent <Transform>("AwardContent"); if (null == m_trans_AwardContent) { Engine.Utility.Log.Error("m_trans_AwardContent 为空,请检查prefab是否缺乏组件"); } m_trans_UIAwardItemGrid = fastComponent.FastGetComponent <Transform>("UIAwardItemGrid"); if (null == m_trans_UIAwardItemGrid) { Engine.Utility.Log.Error("m_trans_UIAwardItemGrid 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_trans_ReliveContent = fastComponent.FastGetComponent <Transform>("ReliveContent"); if (null == m_trans_ReliveContent) { Engine.Utility.Log.Error("m_trans_ReliveContent 为空,请检查prefab是否缺乏组件"); } m_sprite_bg = fastComponent.FastGetComponent <UISprite>("bg"); if (null == m_sprite_bg) { Engine.Utility.Log.Error("m_sprite_bg 为空,请检查prefab是否缺乏组件"); } m_grid_Grid = fastComponent.FastGetComponent <UIGrid>("Grid"); if (null == m_grid_Grid) { Engine.Utility.Log.Error("m_grid_Grid 为空,请检查prefab是否缺乏组件"); } m_btn_UIReliveGrid = fastComponent.FastGetComponent <UIButton>("UIReliveGrid"); if (null == m_btn_UIReliveGrid) { Engine.Utility.Log.Error("m_btn_UIReliveGrid 为空,请检查prefab是否缺乏组件"); } m_label_relive_cost = fastComponent.FastGetComponent <UILabel>("relive_cost"); if (null == m_label_relive_cost) { Engine.Utility.Log.Error("m_label_relive_cost 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_trans_Content = fastComponent.FastGetComponent <Transform>("Content"); if (null == m_trans_Content) { Engine.Utility.Log.Error("m_trans_Content 为空,请检查prefab是否缺乏组件"); } m_btn_Skip = fastComponent.FastGetComponent <UIButton>("Skip"); if (null == m_btn_Skip) { Engine.Utility.Log.Error("m_btn_Skip 为空,请检查prefab是否缺乏组件"); } m_label_StoryContent = fastComponent.FastGetComponent <UILabel>("StoryContent"); if (null == m_label_StoryContent) { Engine.Utility.Log.Error("m_label_StoryContent 为空,请检查prefab是否缺乏组件"); } m__TextureBg = fastComponent.FastGetComponent <UITexture>("TextureBg"); if (null == m__TextureBg) { Engine.Utility.Log.Error("m__TextureBg 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_btn_closeBtn = fastComponent.FastGetComponent <UIButton>("closeBtn"); if (null == m_btn_closeBtn) { Engine.Utility.Log.Error("m_btn_closeBtn 为空,请检查prefab是否缺乏组件"); } m_widget_root = fastComponent.FastGetComponent <UIWidget>("root"); if (null == m_widget_root) { Engine.Utility.Log.Error("m_widget_root 为空,请检查prefab是否缺乏组件"); } m_scrollview_TypeScrollView = fastComponent.FastGetComponent <UIScrollView>("TypeScrollView"); if (null == m_scrollview_TypeScrollView) { Engine.Utility.Log.Error("m_scrollview_TypeScrollView 为空,请检查prefab是否缺乏组件"); } m_trans_UICtrTypeGrid = fastComponent.FastGetComponent <Transform>("UICtrTypeGrid"); if (null == m_trans_UICtrTypeGrid) { Engine.Utility.Log.Error("m_trans_UICtrTypeGrid 为空,请检查prefab是否缺乏组件"); } m_widget_UISecondTypeGrid = fastComponent.FastGetComponent <UIWidget>("UISecondTypeGrid"); if (null == m_widget_UISecondTypeGrid) { Engine.Utility.Log.Error("m_widget_UISecondTypeGrid 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_trans_PetScrollView = fastComponent.FastGetComponent <Transform>("PetScrollView"); if (null == m_trans_PetScrollView) { Engine.Utility.Log.Error("m_trans_PetScrollView 为空,请检查prefab是否缺乏组件"); } m_trans_Root = fastComponent.FastGetComponent <Transform>("Root"); if (null == m_trans_Root) { Engine.Utility.Log.Error("m_trans_Root 为空,请检查prefab是否缺乏组件"); } m_btn_btn_queding = fastComponent.FastGetComponent <UIButton>("btn_queding"); if (null == m_btn_btn_queding) { Engine.Utility.Log.Error("m_btn_btn_queding 为空,请检查prefab是否缺乏组件"); } m_widget_box1 = fastComponent.FastGetComponent <UIWidget>("box1"); if (null == m_widget_box1) { Engine.Utility.Log.Error("m_widget_box1 为空,请检查prefab是否缺乏组件"); } m_widget_box2 = fastComponent.FastGetComponent <UIWidget>("box2"); if (null == m_widget_box2) { Engine.Utility.Log.Error("m_widget_box2 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m__texture = fastComponent.FastGetComponent <UITexture>("texture"); if (null == m__texture) { Engine.Utility.Log.Error("m__texture 为空,请检查prefab是否缺乏组件"); } m_sprite_TopBorder = fastComponent.FastGetComponent <UISprite>("TopBorder"); if (null == m_sprite_TopBorder) { Engine.Utility.Log.Error("m_sprite_TopBorder 为空,请检查prefab是否缺乏组件"); } m_sprite_BottomBorder = fastComponent.FastGetComponent <UISprite>("BottomBorder"); if (null == m_sprite_BottomBorder) { Engine.Utility.Log.Error("m_sprite_BottomBorder 为空,请检查prefab是否缺乏组件"); } m_sprite_LeftBorder = fastComponent.FastGetComponent <UISprite>("LeftBorder"); if (null == m_sprite_LeftBorder) { Engine.Utility.Log.Error("m_sprite_LeftBorder 为空,请检查prefab是否缺乏组件"); } m_sprite_RigtBorder = fastComponent.FastGetComponent <UISprite>("RigtBorder"); if (null == m_sprite_RigtBorder) { Engine.Utility.Log.Error("m_sprite_RigtBorder 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_btn_TreeLevel = fastComponent.FastGetComponent <UIButton>("TreeLevel"); if (null == m_btn_TreeLevel) { Engine.Utility.Log.Error("m_btn_TreeLevel 为空,请检查prefab是否缺乏组件"); } m_label_Time = fastComponent.FastGetComponent <UILabel>("Time"); if (null == m_label_Time) { Engine.Utility.Log.Error("m_label_Time 为空,请检查prefab是否缺乏组件"); } m_slider_HelpSlider = fastComponent.FastGetComponent <UISlider>("HelpSlider"); if (null == m_slider_HelpSlider) { Engine.Utility.Log.Error("m_slider_HelpSlider 为空,请检查prefab是否缺乏组件"); } m_label_percent = fastComponent.FastGetComponent <UILabel>("percent"); if (null == m_label_percent) { Engine.Utility.Log.Error("m_label_percent 为空,请检查prefab是否缺乏组件"); } m_btn_BuyTree = fastComponent.FastGetComponent <UIButton>("BuyTree"); if (null == m_btn_BuyTree) { Engine.Utility.Log.Error("m_btn_BuyTree 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_btn_btn_close = fastComponent.FastGetComponent <UIButton>("btn_close"); if (null == m_btn_btn_close) { Engine.Utility.Log.Error("m_btn_btn_close 为空,请检查prefab是否缺乏组件"); } m_btn_btn_submit = fastComponent.FastGetComponent <UIButton>("btn_submit"); if (null == m_btn_btn_submit) { Engine.Utility.Log.Error("m_btn_btn_submit 为空,请检查prefab是否缺乏组件"); } m_grid_root = fastComponent.FastGetComponent <UIGrid>("root"); if (null == m_grid_root) { Engine.Utility.Log.Error("m_grid_root 为空,请检查prefab是否缺乏组件"); } m_trans_select = fastComponent.FastGetComponent <Transform>("select"); if (null == m_trans_select) { Engine.Utility.Log.Error("m_trans_select 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_btn_btn_close = fastComponent.FastGetComponent <UIButton>("btn_close"); if (null == m_btn_btn_close) { Engine.Utility.Log.Error("m_btn_btn_close 为空,请检查prefab是否缺乏组件"); } m_label_TitleLabel = fastComponent.FastGetComponent <UILabel>("TitleLabel"); if (null == m_label_TitleLabel) { Engine.Utility.Log.Error("m_label_TitleLabel 为空,请检查prefab是否缺乏组件"); } m_label_allAddfightInfo = fastComponent.FastGetComponent <UILabel>("allAddfightInfo"); if (null == m_label_allAddfightInfo) { Engine.Utility.Log.Error("m_label_allAddfightInfo 为空,请检查prefab是否缺乏组件"); } m_trans_foreverContent = fastComponent.FastGetComponent <Transform>("foreverContent"); if (null == m_trans_foreverContent) { Engine.Utility.Log.Error("m_trans_foreverContent 为空,请检查prefab是否缺乏组件"); } m_trans_activateContent = fastComponent.FastGetComponent <Transform>("activateContent"); if (null == m_trans_activateContent) { Engine.Utility.Log.Error("m_trans_activateContent 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_label_BiaoTi_Label = fastComponent.FastGetComponent <UILabel>("BiaoTi_Label"); if (null == m_label_BiaoTi_Label) { Engine.Utility.Log.Error("m_label_BiaoTi_Label 为空,请检查prefab是否缺乏组件"); } m_btn_close = fastComponent.FastGetComponent <UIButton>("close"); if (null == m_btn_close) { Engine.Utility.Log.Error("m_btn_close 为空,请检查prefab是否缺乏组件"); } m_trans_UIBattlelogScrollView = fastComponent.FastGetComponent <Transform>("UIBattlelogScrollView"); if (null == m_trans_UIBattlelogScrollView) { Engine.Utility.Log.Error("m_trans_UIBattlelogScrollView 为空,请检查prefab是否缺乏组件"); } m_trans_UIArenaBattlelogGrid = fastComponent.FastGetComponent <Transform>("UIArenaBattlelogGrid"); if (null == m_trans_UIArenaBattlelogGrid) { Engine.Utility.Log.Error("m_trans_UIArenaBattlelogGrid 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_label_BiaoTi_Label = fastComponent.FastGetComponent <UILabel>("BiaoTi_Label"); if (null == m_label_BiaoTi_Label) { Engine.Utility.Log.Error("m_label_BiaoTi_Label 为空,请检查prefab是否缺乏组件"); } m_trans_SellListContent = fastComponent.FastGetComponent <Transform>("SellListContent"); if (null == m_trans_SellListContent) { Engine.Utility.Log.Error("m_trans_SellListContent 为空,请检查prefab是否缺乏组件"); } m_ctor_SellListScrollViewContent = fastComponent.FastGetComponent <UIGridCreatorBase>("SellListScrollViewContent"); if (null == m_ctor_SellListScrollViewContent) { Engine.Utility.Log.Error("m_ctor_SellListScrollViewContent 为空,请检查prefab是否缺乏组件"); } m_label_Title = fastComponent.FastGetComponent <UILabel>("Title"); if (null == m_label_Title) { Engine.Utility.Log.Error("m_label_Title 为空,请检查prefab是否缺乏组件"); } m_btn_close = fastComponent.FastGetComponent <UIButton>("close"); if (null == m_btn_close) { Engine.Utility.Log.Error("m_btn_close 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_label_Title_Label = fastComponent.FastGetComponent <UILabel>("Title_Label"); if (null == m_label_Title_Label) { Engine.Utility.Log.Error("m_label_Title_Label 为空,请检查prefab是否缺乏组件"); } m_btn_btn_Close = fastComponent.FastGetComponent <UIButton>("btn_Close"); if (null == m_btn_btn_Close) { Engine.Utility.Log.Error("m_btn_btn_Close 为空,请检查prefab是否缺乏组件"); } m_btn_btn_take = fastComponent.FastGetComponent <UIButton>("btn_take"); if (null == m_btn_btn_take) { Engine.Utility.Log.Error("m_btn_btn_take 为空,请检查prefab是否缺乏组件"); } m_label_right_Label = fastComponent.FastGetComponent <UILabel>("right_Label"); if (null == m_label_right_Label) { Engine.Utility.Log.Error("m_label_right_Label 为空,请检查prefab是否缺乏组件"); } m_sprite_btn_take_waring = fastComponent.FastGetComponent <UISprite>("btn_take_waring"); if (null == m_sprite_btn_take_waring) { Engine.Utility.Log.Error("m_sprite_btn_take_waring 为空,请检查prefab是否缺乏组件"); } m_sprite_btn_notake = fastComponent.FastGetComponent <UISprite>("btn_notake"); if (null == m_sprite_btn_notake) { Engine.Utility.Log.Error("m_sprite_btn_notake 为空,请检查prefab是否缺乏组件"); } m_sprite_btn_alreadyTake = fastComponent.FastGetComponent <UISprite>("btn_alreadyTake"); if (null == m_sprite_btn_alreadyTake) { Engine.Utility.Log.Error("m_sprite_btn_alreadyTake 为空,请检查prefab是否缺乏组件"); } m_label_BiaoTi_Label = fastComponent.FastGetComponent <UILabel>("BiaoTi_Label"); if (null == m_label_BiaoTi_Label) { Engine.Utility.Log.Error("m_label_BiaoTi_Label 为空,请检查prefab是否缺乏组件"); } m_grid_rewardroot = fastComponent.FastGetComponent <UIGrid>("rewardroot"); if (null == m_grid_rewardroot) { Engine.Utility.Log.Error("m_grid_rewardroot 为空,请检查prefab是否缺乏组件"); } m_trans_UIItemRewardGrid = fastComponent.FastGetComponent <Transform>("UIItemRewardGrid"); if (null == m_trans_UIItemRewardGrid) { Engine.Utility.Log.Error("m_trans_UIItemRewardGrid 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_ctor_RedEnvelopeScrollView = fastComponent.FastGetComponent <UIGridCreatorBase>("RedEnvelopeScrollView"); if (null == m_ctor_RedEnvelopeScrollView) { Engine.Utility.Log.Error("m_ctor_RedEnvelopeScrollView 为空,请检查prefab是否缺乏组件"); } m_trans_nohave = fastComponent.FastGetComponent <Transform>("nohave"); if (null == m_trans_nohave) { Engine.Utility.Log.Error("m_trans_nohave 为空,请检查prefab是否缺乏组件"); } m_btn_btn_history = fastComponent.FastGetComponent <UIButton>("btn_history"); if (null == m_btn_btn_history) { Engine.Utility.Log.Error("m_btn_btn_history 为空,请检查prefab是否缺乏组件"); } m_btn_btn_fresh = fastComponent.FastGetComponent <UIButton>("btn_fresh"); if (null == m_btn_btn_fresh) { Engine.Utility.Log.Error("m_btn_btn_fresh 为空,请检查prefab是否缺乏组件"); } m_btn_btn_Send = fastComponent.FastGetComponent <UIButton>("btn_Send"); if (null == m_btn_btn_Send) { Engine.Utility.Log.Error("m_btn_btn_Send 为空,请检查prefab是否缺乏组件"); } m_trans_uiRedEnvelopeGrid = fastComponent.FastGetComponent <Transform>("uiRedEnvelopeGrid"); if (null == m_trans_uiRedEnvelopeGrid) { Engine.Utility.Log.Error("m_trans_uiRedEnvelopeGrid 为空,请检查prefab是否缺乏组件"); } m_label_name_label = fastComponent.FastGetComponent <UILabel>("name_label"); if (null == m_label_name_label) { Engine.Utility.Log.Error("m_label_name_label 为空,请检查prefab是否缺乏组件"); } m_label_des_label = fastComponent.FastGetComponent <UILabel>("des_label"); if (null == m_label_des_label) { Engine.Utility.Log.Error("m_label_des_label 为空,请检查prefab是否缺乏组件"); } m_label_title_label = fastComponent.FastGetComponent <UILabel>("title_label"); if (null == m_label_title_label) { Engine.Utility.Log.Error("m_label_title_label 为空,请检查prefab是否缺乏组件"); } m_label_text_label = fastComponent.FastGetComponent <UILabel>("text_label"); if (null == m_label_text_label) { Engine.Utility.Log.Error("m_label_text_label 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_label_Label = fastComponent.FastGetComponent <UILabel>("Label"); if (null == m_label_Label) { Engine.Utility.Log.Error("m_label_Label 为空,请检查prefab是否缺乏组件"); } m_btn_close = fastComponent.FastGetComponent <UIButton>("close"); if (null == m_btn_close) { Engine.Utility.Log.Error("m_btn_close 为空,请检查prefab是否缺乏组件"); } m_widget_tree = fastComponent.FastGetComponent <UIWidget>("tree"); if (null == m_widget_tree) { Engine.Utility.Log.Error("m_widget_tree 为空,请检查prefab是否缺乏组件"); } m_btn_btn_buy_1 = fastComponent.FastGetComponent <UIButton>("btn_buy_1"); if (null == m_btn_btn_buy_1) { Engine.Utility.Log.Error("m_btn_btn_buy_1 为空,请检查prefab是否缺乏组件"); } m_btn_btn_buy_2 = fastComponent.FastGetComponent <UIButton>("btn_buy_2"); if (null == m_btn_btn_buy_2) { Engine.Utility.Log.Error("m_btn_btn_buy_2 为空,请检查prefab是否缺乏组件"); } m_btn_btn_buy_3 = fastComponent.FastGetComponent <UIButton>("btn_buy_3"); if (null == m_btn_btn_buy_3) { Engine.Utility.Log.Error("m_btn_btn_buy_3 为空,请检查prefab是否缺乏组件"); } m_btn_btn_buy_4 = fastComponent.FastGetComponent <UIButton>("btn_buy_4"); if (null == m_btn_btn_buy_4) { Engine.Utility.Log.Error("m_btn_btn_buy_4 为空,请检查prefab是否缺乏组件"); } m_sprite_reminder = fastComponent.FastGetComponent <UISprite>("reminder"); if (null == m_sprite_reminder) { Engine.Utility.Log.Error("m_sprite_reminder 为空,请检查prefab是否缺乏组件"); } m_btn_cancel = fastComponent.FastGetComponent <UIButton>("cancel"); if (null == m_btn_cancel) { Engine.Utility.Log.Error("m_btn_cancel 为空,请检查prefab是否缺乏组件"); } m_btn_confirm = fastComponent.FastGetComponent <UIButton>("confirm"); if (null == m_btn_confirm) { Engine.Utility.Log.Error("m_btn_confirm 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m__bg = fastComponent.FastGetComponent <UITexture>("bg"); if (null == m__bg) { Engine.Utility.Log.Error("m__bg 为空,请检查prefab是否缺乏组件"); } m_widget_Container = fastComponent.FastGetComponent <UIWidget>("Container"); if (null == m_widget_Container) { Engine.Utility.Log.Error("m_widget_Container 为空,请检查prefab是否缺乏组件"); } m_trans_RightInfos = fastComponent.FastGetComponent <Transform>("RightInfos"); if (null == m_trans_RightInfos) { Engine.Utility.Log.Error("m_trans_RightInfos 为空,请检查prefab是否缺乏组件"); } m_btn_BtnDelete = fastComponent.FastGetComponent <UIButton>("BtnDelete"); if (null == m_btn_BtnDelete) { Engine.Utility.Log.Error("m_btn_BtnDelete 为空,请检查prefab是否缺乏组件"); } m_widget_DesWidget = fastComponent.FastGetComponent <UIWidget>("DesWidget"); if (null == m_widget_DesWidget) { Engine.Utility.Log.Error("m_widget_DesWidget 为空,请检查prefab是否缺乏组件"); } m_btn_enter = fastComponent.FastGetComponent <UIButton>("enter"); if (null == m_btn_enter) { Engine.Utility.Log.Error("m_btn_enter 为空,请检查prefab是否缺乏组件"); } m_trans_LeftInfos = fastComponent.FastGetComponent <Transform>("LeftInfos"); if (null == m_trans_LeftInfos) { Engine.Utility.Log.Error("m_trans_LeftInfos 为空,请检查prefab是否缺乏组件"); } m_btn_backBtn = fastComponent.FastGetComponent <UIButton>("backBtn"); if (null == m_btn_backBtn) { Engine.Utility.Log.Error("m_btn_backBtn 为空,请检查prefab是否缺乏组件"); } m_trans_role_list = fastComponent.FastGetComponent <Transform>("role_list"); if (null == m_trans_role_list) { Engine.Utility.Log.Error("m_trans_role_list 为空,请检查prefab是否缺乏组件"); } m_trans_UISelectRoleGrid = fastComponent.FastGetComponent <Transform>("UISelectRoleGrid"); if (null == m_trans_UISelectRoleGrid) { Engine.Utility.Log.Error("m_trans_UISelectRoleGrid 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }