public void InitNodes(CabinTechTree tree) { this._tree = tree; this._nodeDataList = this._tree.GetNodeList(); this.GetTreeArea(); this._content.GetComponent <GridLayoutGroup>().constraintCount = this._row; this._originNormalizedPositin = new Vector2(0f, 0f); for (int i = 0; i < this._row; i++) { for (int j = 0; j < this._column; j++) { GameObject obj2 = UnityEngine.Object.Instantiate <GameObject>(this._nodePrefab); obj2.transform.SetParent(this._content.transform); obj2.GetComponent <RectTransform>().localScale = this._nodeScale; MonoTechNodeUI component = obj2.GetComponent <MonoTechNodeUI>(); CabinTechTreeNode dataByUI = this.GetDataByUI(j, i); if (dataByUI != null) { if ((dataByUI._metaData.X == 0) && (dataByUI._metaData.Y == 0)) { this._originNormalizedPositin.x = ((float)j) / ((float)this._row); this._originNormalizedPositin.y = 1f - (((float)i) / ((float)this._column)); } obj2.name = string.Format("TechTreeNode_{0}", dataByUI._metaData.ID); } component.Init(dataByUI, j, i); component.RefreshStatus(); this._nodeUIObjList.Add(component); } } }
public CabinTechTreeNode(CabinTechTree tree) { this._tree = tree; this._status = TechTreeNodeStatus.Lock; }