public ResourceGroup(ResourceGroupManager _manager, List <IResourceRef> refList, int priority) { foreach (var item in refList) { ResourceRefs.Add(item); } Priority = priority; }
public void Init(ResourceGroupManager _manager) { manager = _manager; }
public ResourceGroup(ResourceGroupManager _manager) { manager = _manager; }
public ResourceGroup(ResourceGroupManager _manager, List <IResourceRef> refList) { manager = _manager; ResourceRefs = refList; }
public void SetContent(ResourceGroup g, ResourceGroupManager rgm) { manager = rgm; Name.text = g.Name; SelectionPanel = BackgroundImage.GetComponent <Button> (); originalColor = BackgroundImage.color; ResContainor.parent = ResContainor; XAxis.text = g.XAxis.ToString(); YAxis.text = g.YAxis.ToString(); Scale.text = g.Scale.ToString(); Scale.onEndEdit.AddListener(FinishEditingScale); XAxis.onEndEdit.AddListener(FinishEditingXAxis); YAxis.onEndEdit.AddListener(FinishEditingYAxis); Duration.text = g.Duration.ToString(); ResGroup = g; g.SortGroup(); for (int i = 0; i < g.ResourceRefs.Count; i++) { GameObject gameobj = null; switch (g.ResourceRefs[i].Resources.GetType()) { case ResourceType.Text: gameobj = GameObject.Instantiate <GameObject>(Resources.Load <GameObject>("Prefab/DetailBlockText")); break; case ResourceType.Image: gameobj = GameObject.Instantiate <GameObject>(Resources.Load <GameObject>("Prefab/DetailBlockImage")); break; case ResourceType.Sequence: //TODO: Set Sequence Content break; case ResourceType.Video: //TODO: Set Video Content break; default: //TODO: add default handle break; } var objAttr = gameobj.GetComponent <ResourceAttributeFields>(); objAttr.SetContent(g.ResourceRefs[i], this); objAttr.transform.parent = ResContainor; TransitionManager.Instance.OnTransitionEnd += (() => { if (!g.IsAfterTransition) { if (PVWToggle.isOn) { PVWToggle.isOn = false; PGMToggle.isOn = true; } else if (PGMToggle.isOn) { PGMToggle.isOn = false; PVWToggle.isOn = true; } } }); } PVWToggle.isOn = g.ActivateState[0]; PGMToggle.isOn = g.ActivateState[1]; BinDiagToggle.isOn = g.ActivateState[2]; }