private ChatEmoticonItemBase AddEmoticonItemComponent(GameObject _itemGO, EMChatEmoticonType _emoticonType) { ChatEmoticonItemBase emoticonItem; switch (_emoticonType) { case EMChatEmoticonType.Emoticon_Default: { emoticonItem = _itemGO.AddComponent <ChatEmoticonItem_Default>(); } break; case EMChatEmoticonType.Emoticon_Large: { emoticonItem = _itemGO.AddComponent <ChatEmoticonItem_Large>(); } break; case EMChatEmoticonType.Emoticon_Skill: { emoticonItem = _itemGO.AddComponent <ChatEmoticonItem_Skill>(); } break; default: { emoticonItem = null; } break; } return(emoticonItem); }
public virtual void SetData(SSchemeChatEmoticonData _sSchemeData) { emotionID = _sSchemeData.nEmoticonID; serialID = _sSchemeData.nEmoticonSerialID; emotionType = _sSchemeData.eEmoticonType; emotionKey = _sSchemeData.szEmoticonKey; szCharInput = _sSchemeData.szCharInput; szTipsDesc = _sSchemeData.szTipDesc; FilpBookAnim = this.GetComponent <UFlipBook>(); if (FilpBookAnim != null) { FilpBookAnim.Init(emotionKey); } }