private void Internal_SetRoomData(int i_Index, tnUIRoomEntryData i_Data) { tnUIRoomEntry roomEntry = GetRoomEntry(i_Index); if (roomEntry == null) { return; } roomEntry.Enable(); roomEntry.SetData(i_Data); }
public void Clear() { for (int index = 0; index < m_RoomEntries.Length; ++index) { tnUIRoomEntry room = m_RoomEntries[index]; if (room == null) { continue; } room.Clear(); } m_SelectedEntry = null; }
// INTERNALS private void Internal_SelectByIndex(int i_Index) { // Deselect. if (m_SelectedEntry != null) { m_SelectedEntry.Deselct(); m_SelectedEntry = null; } // Select new. tnUIRoomEntry roomEntry = GetRoomEntry(i_Index); if (roomEntry != null) { roomEntry.Select(); m_SelectedEntry = roomEntry; } }
// MonoBehaviour's interface protected override void Awake() { base.Awake(); // Create slots. int slotCount = Mathf.Max(1, m_SlotCount); m_RoomEntries = new tnUIRoomEntry[slotCount]; if (m_Content != null && m_RoomEntryPrefab != null && slotCount > 0) { float slotHeight = roomHeight; float contentHeight = m_Content.rect.height; float spacing = (contentHeight - slotHeight * slotCount) / (slotCount - 1); for (int slotIndex = 0; slotIndex < slotCount; ++slotIndex) { tnUIRoomEntry room = Instantiate <tnUIRoomEntry>(m_RoomEntryPrefab); room.gameObject.name = "Room_" + slotIndex; room.transform.SetParent(m_Content, false); RectTransform deviceRectTransform = room.GetComponent <RectTransform>(); if (deviceRectTransform != null) { deviceRectTransform.pivot = UIPivot.s_TopCenter; deviceRectTransform.SetAnchor(UIAnchor.s_TopCenter); float y = slotIndex * (slotHeight + spacing); deviceRectTransform.anchoredPosition = new Vector2(0f, -y); } m_RoomEntries[slotIndex] = room; } } }