Esempio n. 1
0
        /// <summary>
        /// Initialize this panel.
        /// Create the link between the panel manager and the
        /// </summary>
        public void Initialize(UiPanelMgr ownerManager)
        {
            _ownerManager = ownerManager;

            OnInitialize ();

            // Deactivate the object just in case it was active during edit mode.
            // We don't want to call Deactivate, since this triggers the callback.
            this.gameObject.SetActive (false);
        }
Esempio n. 2
0
        /// <summary>
        /// Initialize this panel.
        /// Create the link between the panel manager and the
        /// </summary>
        public void Initialize(UiPanelMgr ownerManager)
        {
            _ownerManager = ownerManager;

            OnInitialize();

            // Deactivate the object just in case it was active during edit mode.
            // We don't want to call Deactivate, since this triggers the callback.
            this.gameObject.SetActive(false);
        }
Esempio n. 3
0
        /// <summary>
        /// Initialize this panel.
        /// Create the link between the panel manager and the
        /// </summary>
        public void Initialize(UiPanelMgr ownerManager)
        {
            _ownerManager = ownerManager;

            //Connect all the child widget to this panel
            Component[] widgets = this.gameObject.GetComponentsInChildren<UiWidget> (true);
            foreach (UiWidget widget in widgets) {
                widget.Initialize (this);
            }

            OnInitialize ();

            // Deactivate the object just in case it was active during edit mode.
            // We don't want to call Deactivate, since this triggers the callback.
            this.gameObject.SetActive (false);
        }
Esempio n. 4
0
        /// <summary>
        /// Initialize this panel.
        /// Create the link between the panel manager and the
        /// </summary>
        public void Initialize(UiPanelMgr ownerManager)
        {
            _ownerManager = ownerManager;

            //Connect all the child widget to this panel
            Component[] widgets = this.gameObject.GetComponentsInChildren <UiWidget> (true);
            foreach (UiWidget widget in widgets)
            {
                widget.Initialize(this);
            }

            OnInitialize();

            // Deactivate the object just in case it was active during edit mode.
            // We don't want to call Deactivate, since this triggers the callback.
            this.gameObject.SetActive(false);
        }