private IEnumerator InitializeCoroutine(MissionModel model) { mLabel_Title.alpha = 0.01f; mLabel_Title.text = model.Name; mLabel_Description.text = UserInterfaceAlbumManager.Utils.NormalizeDescription(25, 1, model.Description); mLabel_RequireDay.text = model.Turn.ToString(); mLabel_RequireTransportCraft.text = model.TankerCount.ToString(); mLabel_RequireAmmo.text = getDisplayText(model.UseAmmo); mLabel_RequireFuel.text = getDisplayText(model.UseFuel); mTexture_BackgroundDesign.mainTexture = Resources.Load <Texture>($"Textures/Mission/sea_description/{AreaIdToSeaSpriteName(model.AreaId)}"); List <Reward_Useitem> rewards = model.GetRewardUseitems(); switch (rewards.Count) { case 0: mSprite_Reward_00.spriteName = string.Empty; mSprite_Reward_01.spriteName = string.Empty; break; case 1: mSprite_Reward_00.spriteName = "item_" + rewards[0].Id.ToString(); mSprite_Reward_01.spriteName = string.Empty; break; case 2: mSprite_Reward_00.spriteName = "item_" + rewards[0].Id.ToString(); mSprite_Reward_01.spriteName = "item_" + rewards[1].Id.ToString(); break; default: mSprite_Reward_00.spriteName = "item_" + rewards[0].Id.ToString(); mSprite_Reward_01.spriteName = "item_" + rewards[1].Id.ToString(); break; } yield return(null); Vector3 localPosition = mLabel_Title.transform.localPosition; float x = localPosition.x - 50f; Vector3 localPosition2 = mLabel_Title.transform.localPosition; float y = localPosition2.y; Vector3 localPosition3 = mLabel_Title.transform.localPosition; Vector3 from = new Vector3(x, y, localPosition3.z); Vector3 to = mLabel_Title.transform.localPosition; mLabel_Title.transform.localPosition = from; mLabel_Title.transform.DOLocalMove(to, 0.3f); mLabel_Title.alpha = 1f; }