コード例 #1
0
    // 리스트 공백용 or 게임 리소스 준비안될때
    public void InitDefault()
    {
        _Info                = null;
        _id                  = 0;
        _url                 = "";
        _bundleName          = "";
        this.gameObject.name = "none";
        callbackSelected     = null;

        if (imgBody != null)
        {
            Destroy(imgBody.gameObject);
            imgBody = null;
        }
        if (effect != null)
        {
            Destroy(effect.gameObject);
            effect = null;
        }

        this.gameObject.SetActive(true);
        saveJackpot = 0;
        textJackpot.gameObject.SetActive(false);
        imgComingSoon.gameObject.SetActive(false);
        imgBody = CreateUIPrefab <Image>(this.GetComponent <RectTransform>(), "CabinetBody");
        imgBody.transform.SetSiblingIndex(0);

        SetState(eState.None);
    }
コード例 #2
0
    // 이 케비넷 아이템은 재활용되므로 초기화시 기존 프리팹 생성들은 제거해야 한다.
    public void Init(PK.GamesInfo.REData info, System.Action <int> callback)
    {
        if (imgBody != null)
        {
            Destroy(imgBody.gameObject);
            imgBody = null;
        }
        if (effect != null)
        {
            Destroy(effect.gameObject);
            effect = null;
        }
        this.gameObject.name = info.game_id.ToString();

        this.gameObject.SetActive(true);

        imgBody = CreateUIPrefab <Image>(this.GetComponent <RectTransform>(), "CabinetBody_" + info.game_id.ToString());
        if (imgBody != null)
        {
            _Info            = info;
            callbackSelected = callback;
            _id  = info.game_id;
            _url = info.icon;

            curUpdateTime = SYSTIMER.GetCurTime();

            ClacJackpotPool();

            imgBody.transform.SetSiblingIndex(0);
            effect = CreateUIPrefab <CabinetEffect>(this.GetComponent <RectTransform>(), "CabinetEffect_" + _id.ToString());
            if (effect != null)
            {
                effect.transform.SetSiblingIndex(1);
                effect.GetComponent <RectTransform>().anchoredPosition = new Vector2(-117.8f, -40.9f);
                effect.enabled = false;
            }

            OnEnable();
            SetTag(_Info.tag);
        }
        else
        {
            InitDefault();
        }
    }