CSUI_PlantGrid _createPlantGrid(FarmPlantLogic p) { CSUI_PlantGrid pg = Instantiate(m_PlantPart.m_PlantGridPrefab) as CSUI_PlantGrid; pg.transform.parent = m_PlantPart.m_Root.transform; CSUtils.ResetLoacalTransform(pg.transform); pg.m_Plant = p; pg.OnDestroySelf = OnPlantGridDestroySelf; //ItemObject itemObj = ItemMgr.Instance.Get( pg.m_Plant.mInstanceId); //if (itemObj != null) //{ string[] iconStr = ItemProto.Mgr.Instance.Get(pg.m_Plant.protoTypeId).icon; if (iconStr.Length != 0) { pg.IconSpriteName = iconStr[0]; } else { pg.IconSpriteName = ""; } //} m_PlantGrids.Add(pg); UICheckbox cb = pg.gameObject.GetComponent <UICheckbox>(); cb.radioButtonRoot = m_PlantPart.m_Root.transform; cb.startsChecked = false; return(pg); }
CSUI_Grid _createGrid(Transform parent, int index = -1) { CSUI_Grid grid = Instantiate(m_GridPrefab) as CSUI_Grid; grid.transform.parent = parent; CSUtils.ResetLoacalTransform(grid.transform); grid.m_Index = index; return(grid); }
private CSUI_NpcGridItem _createNPCGird(CSPersonnel npc, Transform root) { CSUI_NpcGridItem npcGrid = Instantiate(m_NpcGridPrefab) as CSUI_NpcGridItem; npcGrid.transform.parent = root; CSUtils.ResetLoacalTransform(npcGrid.transform); npcGrid.m_UseDeletebutton = false; npcGrid.m_Npc = npc; //npcGrid.ShowNpcName(); UICheckbox cb = npcGrid.gameObject.GetComponent <UICheckbox>(); cb.radioButtonRoot = root; return(npcGrid); }
private CSUI_MyNpcItem CreateNPCGird(CSUIMyNpc npc, Transform root)//生成一个npc { CSUI_MyNpcItem npcGrid = Instantiate(m_NpcGridPrefab) as CSUI_MyNpcItem; npcGrid.transform.parent = root; CSUtils.ResetLoacalTransform(npcGrid.transform); npcGrid.m_UseDeletebutton = true; npcGrid.m_Npc = npc; UICheckbox cb = npcGrid.gameObject.GetComponent <UICheckbox>(); cb.radioButtonRoot = root; UIEventListener.Get(npcGrid.gameObject).onActivate = OnNPCGridActive; return(npcGrid); }
void Awake() { m_HeroItems = new CSUI_HeroItem[2]; for (int i = 0; i < m_HeroItems.Length; i++) { m_HeroItems[i] = Instantiate(HeroItemUIPrefab) as CSUI_HeroItem; m_HeroItems[i].transform.parent = m_HeroItemRootUI.transform; CSUtils.ResetLoacalTransform(m_HeroItems[i].transform); m_HeroItems[i].m_HeroIndex = i; m_HeroItems[i].HandlePerson = m_RefNpc; } m_HeroItemRootUI.repositionNow = true; }
private CSUI_NPCGrid _createNPCGird(CSPersonnel npc, Transform root) { CSUI_NPCGrid npcGrid = Instantiate(m_NpcGridPrefab) as CSUI_NPCGrid; npcGrid.transform.parent = root; CSUtils.ResetLoacalTransform(npcGrid.transform); npcGrid.m_UseDeletebutton = true; npcGrid.OnDestroySelf = OnNPCGridDestroySelf; npcGrid.m_Npc = npc; UICheckbox cb = npcGrid.gameObject.GetComponent <UICheckbox>(); cb.radioButtonRoot = root; UIEventListener.Get(npcGrid.gameObject).onActivate = OnNPCGridActive; return(npcGrid); }
void AddNpcAbnormal(PEAbnormalType type) { AbnormalData data = AbnormalData.GetData(type); //lz-2016.08.26 异常状态是0的图标不显示 if (null == data || data.iconName == "0") { return; } CSUI_BuffItem item = Instantiate(mAbnormalPrefab) as CSUI_BuffItem; if (!item.gameObject.activeSelf) { item.gameObject.SetActive(true); } item.transform.parent = mAbnormalGrid.transform; CSUtils.ResetLoacalTransform(item.transform); item.SetInfo(data.iconName, data.description); mAbnormalList.Add(item); mReposition = true; }
public void AddBuffShow(string _icon, string _describe) //添加一个buff图标 { if (m_IconList.Contains(_icon)) //如果已经有这种图标,就返回 { m_IconList.Add(_icon); return; } else //如果没有,就生成 { m_IconList.Add(_icon); } CSUI_BuffItem grid = Instantiate(m_BuffPrefab) as CSUI_BuffItem; if (!grid.gameObject.activeSelf) { grid.gameObject.SetActive(true); } grid.transform.parent = m_BuffGrid.transform; CSUtils.ResetLoacalTransform(grid.transform); grid.SetInfo(_icon, _describe); m_BuffList.Add(grid); m_Reposition = true; }