コード例 #1
0
        // ========================================================================== //

        /* protected - Override & Unity API         */

        protected override void OnAwake()
        {
            base.OnAwake();

            UIAnimationLogicFactory pLogicFactory_Show = new UIAnimationLogicFactory();
            UIAnimationLogicFactory pLogicFactory_Hide = new UIAnimationLogicFactory();

            // 로직이 이미 있으면 그 로직을 전부 사용하고,
            // 로직이 하나도 없으면 GetComponents를 이용해서 얻어오는데,
            // 리펙토링이 필요하다..
            if (listAnimationLogic_Show.Count != 0)
            {
                pLogicFactory_Show.DoAdd_Animation_Collection(listAnimationLogic_Show);
            }
            else
            {
                pLogicFactory_Show.DoAdd_Animation_Collection(GetComponents <IUIAnimationLogic_Show>());
            }

            if (listAnimationLogic_Hide.Count != 0)
            {
                pLogicFactory_Hide.DoAdd_Animation_Collection(listAnimationLogic_Hide);
            }
            else
            {
                pLogicFactory_Hide.DoAdd_Animation_Collection(GetComponents <IUIAnimationLogic_Hide>());
            }

            pAnimation_Show.DoInit(this, StartCoroutine, StopCoroutine);
            pAnimation_Show.DoInit_Animation(pLogicFactory_Show);

            pAnimation_Hide.DoInit(this, StartCoroutine, StopCoroutine);
            pAnimation_Hide.DoInit_Animation(pLogicFactory_Hide);
        }
コード例 #2
0
 public void DoInit_Animation(UIAnimationLogicFactory pLogicFactory)
 {
     listUIAnimationLogic.AddRange(pLogicFactory.listUIAnimationLogic);
     pLogicFactory.listUIAnimationLogic.ForEach(p => p.IUIAnimationLogic_OnAwake(_pUIObject));
 }