private void CreateItems() { Dictionary <int, DRelics> dict = ReadCfgRelics.Dict; Dictionary <int, DRelics> .Enumerator em = dict.GetEnumerator(); int i = 0; while (em.MoveNext()) { GameObject go = NGUITools.AddChild(cardTrans.gameObject, cardTemp); DRelics db = em.Current.Value; go.name = i.ToString(); go.SetActive(true); RelicsCard tab = new RelicsCard(); tab.btn = go; tab.trans = go.transform; tab.name = go.transform.Find("Name").GetComponent <UILabel>(); tab.progressBar = go.transform.Find("ProgressBar").GetComponent <UISlider>(); tab.progress = go.transform.Find("ProgressBar/Num").GetComponent <UILabel>(); tab.icon = go.transform.Find("Texture").GetComponent <UITexture>(); tab.id = em.Current.Key; tab.name.text = db.Name; tab.progressBar.value = 0; tab.progress.text = "0%"; GTItemHelper.ShowTexture(tab.icon, db.Icon); mMoveList.Add(i); mCards.Add(tab); i++; } em.Dispose(); }
private void ShowDepthAndPosition() { for (int i = 0; i < mCards.Count; i++) { RelicsCard card = mCards[i]; int index = mMoveList[i]; RelicsMove move = mMoves[index]; card.trans.localPosition = move.pos; card.trans.localScale = move.scale; SortDepth(move.depth, card.trans); } }