private void CreateIntervalNode(IIntervalNode node, int i) { if (IntervalTransform == null || IntervalPrefab == null) { return; } GameObject obj = Instantiate(IntervalPrefab); if (obj == null) { return; } obj.transform.SetParent(IntervalTransform, false); CW_IntervalNode nodeObject = obj.GetComponent <CW_IntervalNode>(); if (nodeObject == null) { return; } nodeObject.setNode(node, i); nodes.Add(nodeObject); }
private void CreateIntervalNodes(IIntervalNode node) { if (intervalInterface == null) { return; } if (node == null) { return; } for (int i = 1; i <= node.Intervals; i++) { CreateIntervalNode(node, i); } }
public void setIntervalType(IIntervalNode node) { if (node == null) { return; } intervalInterface = node; if (IntervalType != null) { IntervalType.OnTextUpdate.Invoke(node.NodeTitle); } CreateIntervalNodes(node); if (IntervalTransform != null) { IntervalTransform.gameObject.SetActive(false); } }
public void setNode(IIntervalNode node, int i) { if (node == null) { return; } intervalInterface = node; interval = i; if (Title != null) { Title.OnTextUpdate.Invoke(intervalInterface.NodeDescriptor(interval)); } if (Reward != null) { Reward.OnTextUpdate.Invoke(node.RewardText(i)); } }
private void CreateIntervalType(IIntervalNode n) { GameObject obj = Instantiate(IntervalPrefab); if (obj == null) { return; } obj.transform.SetParent(IntervalTransform, false); CW_IntervalTypes nodeObject = obj.GetComponent <CW_IntervalTypes>(); if (nodeObject == null) { return; } nodeObject.setIntervalType(n); intervalTypes.Add(nodeObject); }
private void CreateIntervalTypes(IList <IIntervalNode> nodes) { if (panelInterface == null) { return; } if (nodes.Count <= 0) { return; } if (IntervalPrefab == null || IntervalTransform == null) { return; } for (int i = nodes.Count - 1; i >= 0; i--) { IIntervalNode n = nodes[i]; CreateIntervalType(n); } }