//결과창 셋업(모두 받기로 받을때) public void SetUpPostGetResult_All(int _mailCount) { nListValue = 1; //갯수가 11개 이상일때와 아닐때 //11개 이상이 아닐때는 위치조정 할 필요 x 그래도 위치를 y를 0으로 조정 //11개 이상일때는 위치조정까지 해야함 //결과창 켜기 this.gameObject.SetActive(true); //3줄 이상 넘어갈시 위치조정와 사이즈 루프 카운트 계산 int nLoopCount = (int)(_mailCount / 5); //2줄 이하이면 그냥 원래 위치에 사이즈만 늘린다. if (_mailCount <= 10) { //위치 postGetPanelListTrans.anchoredPosition = new Vector2(postGetPanelListTrans.anchoredPosition.x, 0); //사이즈 //postGetPanelListTrans.sizeDelta = new Vector2(postGetPanelListTrans.sizeDelta.x, postGetPanelListTrans.sizeDelta.y + fInitPostListHeight_Value); } //3줄 이상 부터는 루프를 돌면서 사이즈와 위치를 조정한다. else { nLoopCount -= 2; for (int i = 0; i < nLoopCount; i++) { //위치 postGetPanelListTrans.anchoredPosition = new Vector2(postGetPanelListTrans.anchoredPosition.x, fInitPostListPosY_Value * nListValue); //사이즈 postGetPanelListTrans.sizeDelta = new Vector2(postGetPanelListTrans.sizeDelta.x, postGetPanelListTrans.sizeDelta.y + fInitPostListHeight_Value); nListValue += 2; } } //갯수 만큼 보여줄 슬롯을 만든다. for (int i = 0; i < _mailCount; i++) { GameObject postGetSlot_Obj = m_PostGetSimpleObject.GetObject(); PostGetSlot postGetSlot = postGetSlot_Obj.GetComponent <PostGetSlot>(); RectTransform postGetSlotRectTransform = postGetSlot.gameObject.GetComponent <RectTransform>(); postGetSlot_Obj.transform.SetParent(postGetPanelListTrans); postGetSlotRectTransform.anchoredPosition3D = new Vector3(postGetSlotRectTransform.anchoredPosition3D.x, postGetSlotRectTransform.anchoredPosition3D.y, 1f); postGetSlotRectTransform.localScale = new Vector3(1f, 1f, 1f); } }
//결과창 셋업(하나씩 받을때) public void SetUpPostGetResult_Single() { this.gameObject.SetActive(true); GameObject postGetSlot_Obj = m_PostGetSimpleObject.GetObject(); PostGetSlot postGetSlot = postGetSlot_Obj.GetComponent <PostGetSlot>(); RectTransform postGetSlotRectTransform = postGetSlot.gameObject.GetComponent <RectTransform>(); //postGetSlot.image = postGetPanel; //RectTransform postSlotRectTransform = postSlot.gameObject.GetComponent<RectTransform>(); postGetSlot_Obj.transform.SetParent(postGetPanelListTrans); postGetSlotRectTransform.anchoredPosition3D = new Vector3(postGetSlotRectTransform.anchoredPosition3D.x, postGetSlotRectTransform.anchoredPosition3D.y, 1f); postGetSlotRectTransform.localScale = new Vector3(1f, 1f, 1f); }