private void CreateDifficultyBtns(List <DifficultKind> list)
        {
            this._listDifficultyBtn = new List <UIDifficultyBtn>();
            int cnt = 0;

            list.ForEach(delegate(DifficultKind x)
            {
                this._listDifficultyBtn.Add(UIDifficultyBtn.Instantiate(this._prefabUIDifficultBtn.GetComponent <UIDifficultyBtn>(), this._uiGridBtns.get_transform(), x, cnt));
                this._listDifficultyBtn.get_Item(cnt).set_name(string.Format("DifficultyBtn{0}", (int)x));
                this._listDifficultyBtn.get_Item(cnt).isFocus      = false;
                this._listDifficultyBtn.get_Item(cnt).toggle.group = 1;
                this._listDifficultyBtn.get_Item(cnt).toggle.set_enabled(false);
                this._listDifficultyBtn.get_Item(cnt).toggle.onDecide = delegate
                {
                    this.OnDecideDifficulty(this._listDifficultyBtn.get_Item(this._nIndex).difficultKind);
                };
                this._listDifficultyBtn.get_Item(cnt).toggle.onActive = Util.CreateEventDelegateList(this, "OnActive", cnt);
                if (this._listDifficultyBtn.get_Item(cnt).index == 0)
                {
                    this._listDifficultyBtn.get_Item(cnt).toggle.startsActive = true;
                }
                cnt++;
            });
            this._uiGridBtns.Reposition();
        }
Exemple #2
0
        private void CreateDifficultyBtns(List <DifficultKind> list)
        {
            _listDifficultyBtn = new List <UIDifficultyBtn>();
            int cnt = 0;

            list.ForEach(delegate(DifficultKind x)
            {
                _listDifficultyBtn.Add(UIDifficultyBtn.Instantiate(((Component)_prefabUIDifficultBtn).GetComponent <UIDifficultyBtn>(), _uiGridBtns.transform, x, cnt));
                _listDifficultyBtn[cnt].name            = $"DifficultyBtn{(int)x}";
                _listDifficultyBtn[cnt].isFocus         = false;
                _listDifficultyBtn[cnt].toggle.group    = 1;
                _listDifficultyBtn[cnt].toggle.enabled  = false;
                _listDifficultyBtn[cnt].toggle.onDecide = delegate
                {
                    OnDecideDifficulty(_listDifficultyBtn[_nIndex].difficultKind);
                };
                _listDifficultyBtn[cnt].toggle.onActive = Util.CreateEventDelegateList(this, "OnActive", cnt);
                if (_listDifficultyBtn[cnt].index == 0)
                {
                    _listDifficultyBtn[cnt].toggle.startsActive = true;
                }
                cnt++;
            });
            _uiGridBtns.Reposition();
        }
        public static UIDifficultyBtn Instantiate(UIDifficultyBtn prefab, Transform parent, DifficultKind iKind, int nIndex)
        {
            UIDifficultyBtn uIDifficultyBtn = UnityEngine.Object.Instantiate(prefab);

            uIDifficultyBtn.transform.parent = parent;
            uIDifficultyBtn.transform.localScaleOne();
            uIDifficultyBtn.transform.localPositionZero();
            uIDifficultyBtn.Init(iKind, nIndex);
            return(uIDifficultyBtn);
        }
Exemple #4
0
        public static UIDifficultyBtn Instantiate(UIDifficultyBtn prefab, Transform parent, DifficultKind iKind, int nIndex)
        {
            UIDifficultyBtn uIDifficultyBtn = Object.Instantiate <UIDifficultyBtn>(prefab);

            uIDifficultyBtn.get_transform().set_parent(parent);
            uIDifficultyBtn.get_transform().localScaleOne();
            uIDifficultyBtn.get_transform().localPositionZero();
            uIDifficultyBtn.Init(iKind, nIndex);
            return(uIDifficultyBtn);
        }