void Awake() { // Create Worked material Grids for (int i = 0; i < 1; i++) { CSUI_MaterialGrid mg = Instantiate(m_Work.m_MatGridPrefab) as CSUI_MaterialGrid; mg.transform.parent = m_Work.m_Root.transform; mg.transform.localPosition = Vector3.zero; mg.transform.localRotation = Quaternion.identity; mg.transform.localScale = Vector3.one; mg.ItemID = 0; m_MatGrids.Add(mg); } for (int i = 0; i < 8; i++) { CSUI_CommonIcon ci = Instantiate(m_CommonIcoPrefab) as CSUI_CommonIcon; ci.transform.parent = mIcoGrid.transform; ci.transform.localPosition = Vector3.zero; ci.transform.localRotation = Quaternion.identity; ci.transform.localScale = Vector3.one; ci.e_OnClickIco += OnClickIcoItem; ci.gameObject.SetActive(true); mUIPPCoalIcoList.Add(ci); } mIcoGrid.repositionNow = true; }
void AddCostItem(int id, int num) { CSUI_MaterialGrid mi = Instantiate(mPerfab) as CSUI_MaterialGrid; mi.transform.parent = mCostItemGrid.transform; mi.transform.localPosition = Vector3.zero; mi.transform.rotation = Quaternion.identity; mi.transform.localScale = Vector3.one; mi.ItemID = id; mi.NeedCnt = num; mi.ItemNum = m_PlayerPackageCmpt.package.GetCount(id); mItemList.Add(mi); }
void CreateGrid(int itemId, int hasCount, int needCount) { CSUI_MaterialGrid matItem = Instantiate(this.m_MaterialItemPrefab) as CSUI_MaterialGrid; matItem.transform.parent = m_MatGridRoot.transform; matItem.transform.localPosition = Vector3.zero; matItem.transform.localRotation = Quaternion.identity; matItem.transform.localScale = Vector3.one; matItem.bUseColors = funcType == FuncType.Repair; matItem.ItemID = itemId; matItem.ItemNum = hasCount; matItem.NeedCnt = needCount; m_MatItemList.Add(matItem); }
void AddMaterials(int item_id, int item_count, bool bUseColors = true) { CSUI_MaterialGrid mg = Instantiate(m_MatPart.m_Prefab) as CSUI_MaterialGrid; mg.transform.parent = m_MatPart.m_Root.transform; mg.transform.localPosition = Vector3.zero; mg.transform.localRotation = Quaternion.identity; mg.transform.localScale = Vector3.one; mg.ItemID = item_id; mg.NeedCnt = item_count; mg.bUseColors = bUseColors; m_MatList.Add(mg); }
void InitMatGrids() { for (int i = 0; i < 5; i++) { CSUI_MaterialGrid mg = Instantiate(m_Upgrade.m_MatGridPrefab) as CSUI_MaterialGrid; mg.transform.parent = m_Upgrade.m_Root.transform; mg.transform.localRotation = Quaternion.identity; mg.transform.localPosition = Vector3.zero; mg.transform.localScale = Vector3.one; mg.ItemID = -1; mg.NeedCnt = 0; m_MatGrids.Add(mg); } m_Upgrade.m_Root.repositionNow = true; m_InitMatGrids = true; }