/// <summary> /// Populates the window by creating all the UIElements from the UIWindowData /// </summary> void PopulateWindow(int index) { UIWindow.WindowData data = canvasWindow[index].LoadWindow(canvasWindowID[index]); CC_Manager._instance.LoadWindow(data, index); //UIWindow.WindowData data = canvasWindowData[index]; for (int i = 0; i < data.images.Count; i++) { GameObject image = Instantiate(imagePrefab) as GameObject; image.GetComponent <ImageData>().Initialize(data.images[i], index); CC_Manager._instance.allUIElements.Add(image); image.GetComponent <CC_Selectable>().myCanvas = index; } for (int i = 0; i < data.buttons.Count; i++) { GameObject button = Instantiate(buttonPrefab) as GameObject; ButtonData buttonData = button.GetComponent <ButtonData>(); buttonData.Initialize(data.buttons[i], index); CC_Manager._instance.allUIElements.Add(button); } for (int i = 0; i < data.texts.Count; i++) { GameObject text = Instantiate(textPrefab) as GameObject; text.GetComponent <TextData>().Initialize(data.texts[i], index); CC_Manager._instance.allUIElements.Add(text); text.GetComponent <CC_Selectable>().myCanvas = index; } Background_Handler.SetCurrColor(data.BackgroundColor, cameras[index]); }
/// <summary> /// Loads the window. /// </summary> void LoadWindow() { UIWindow.WindowData data = canvasWindow[0].LoadWindow(canvasWindowID[0]); if (data == null) { return; } PopulateWindow(0); }
/// <summary> /// When a window is loaded this is called /// </summary> public void LoadWindow(UIWindow.WindowData data, int index) { for (int i = 0; i < allUIElements.Count; i++) { GameObject g = allUIElements[i]; if (g == null) { allUIElements.Remove(g); i--; } else if (CC_Selectable.selectables.Contains(g) && g.GetComponent <CC_Selectable>().myCanvas == index) { CC_Selectable.selectables.Remove(g); Destroy(g); } } CC_UISelectionManager._instance.LoadWindow(); SetCCState(CCState.Off); }