void AddWeaponItem(ItemData it, int idx) { if (GridWeapon.Count > idx) { GridWeapon[idx].SetActive(true); UIFunCtrl ctrl = GridWeapon[idx].GetComponent <UIFunCtrl>(); ctrl.SetEvent(ShowWeapon, it.Key); WeaponData weaponProperty = U3D.GetWeaponProperty(it.UnitId); ctrl.SetText(weaponProperty.Name); } else { GameObject weapon = GameObject.Instantiate(Resources.Load("GridItemBtn")) as GameObject; UIFunCtrl obj = weapon.AddComponent <UIFunCtrl>(); obj.SetEvent(ShowWeapon, it.Key); WeaponData weaponProperty = U3D.GetWeaponProperty(it.UnitId); obj.SetText(weaponProperty.Name); obj.transform.SetParent(WeaponRoot.transform); obj.gameObject.layer = WeaponRoot.layer; obj.transform.localScale = Vector3.one; obj.transform.localPosition = Vector3.zero; obj.transform.localRotation = Quaternion.identity; GridWeapon.Add(weapon); } }
void AddWeaponItem(ItemBase it) { UIFunCtrl obj = (GameObject.Instantiate(Resources.Load("UIFuncItem")) as GameObject).GetComponent <UIFunCtrl>(); obj.SetEvent(ChangeWeaponCode, it.Idx); obj.SetText(it.Name); obj.transform.SetParent(WeaponRoot.transform); obj.gameObject.layer = WeaponRoot.layer; obj.transform.localScale = Vector3.one; obj.transform.localPosition = Vector3.zero; obj.transform.localRotation = Quaternion.identity; }
void AddSpawnItem(int Idx) { UIFunCtrl obj = (GameObject.Instantiate(Resources.Load("UIFuncItem")) as GameObject).GetComponent <UIFunCtrl>(); obj.SetEvent(SpawnMonster, Idx); obj.SetText(Global.model[Idx]); obj.transform.SetParent(FunctionRoot.transform); obj.gameObject.layer = FunctionRoot.layer; obj.transform.localScale = Vector3.one; obj.transform.localPosition = Vector3.zero; obj.transform.localRotation = Quaternion.identity; }
void AddModel(int Idx) { UIFunCtrl obj = (GameObject.Instantiate(Resources.Load("GridItemBtn")) as GameObject).AddComponent <UIFunCtrl>(); obj.SetEvent(ChangeModel, Idx); obj.SetText(Main.Ins.CombatData.GetCharacterName(Idx)); obj.transform.SetParent(GridViewRoot.transform); obj.gameObject.layer = GridViewRoot.layer; obj.transform.localScale = Vector3.one; obj.transform.localPosition = Vector3.zero; obj.transform.localRotation = Quaternion.identity; }