/// <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); }
/// <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); }
/// <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); }
/// <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); }