public void ExpandList() { expanded = true; for (int i = 0, len = children.Length; i < len; ++i) { UISelectMachineButton machineButton = children[i]; children[i].gameObject.SetActive(true); } }
void OnBind() { Vector3 groupOffset = Vector3.zero; MachineGroupInfo[] machineGroups = ScriptableObjects.instance.machineGroups; children = new UISelectMachineButton[ScriptableObjects.instance.machines.Length + 1]; // The magic number +1 is for conveyor int childrenIndex = 0; groupOffset.y += entryOffset.y; UISelectMachineButton conveyorButton = Instantiate(machineButtonPrefab, transform); conveyorButton.isConveyor = true; conveyorButton.transform.localPosition = groupOffset; conveyorButton.Initialize(); children[childrenIndex] = conveyorButton; childrenIndex++; groupOffset.y += entryOffset.y; for (int i = 0, len = machineGroups.Length; i < len; ++i) { MachineGroupInfo machineGroup = machineGroups[i]; for (int j = 0, lenJ = machineGroup.members.Length; j < lenJ; ++j) { UISelectMachineButton machineButton = Instantiate(machineButtonPrefab, transform); machineButton.machineInfo = machineGroup.members[j]; machineButton.transform.localPosition = groupOffset; machineButton.Initialize(); children[childrenIndex] = machineButton; childrenIndex++; groupOffset.x += entryOffset.x; } groupOffset.x = 0; groupOffset.y += entryOffset.y; } CollapseList(); }