예제 #1
0
    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;
    }
예제 #2
0
    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);
    }
예제 #3
0
    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);
    }
예제 #4
0
    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);
    }
예제 #5
0
    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;
    }