예제 #1
0
    //****************************************************************************************************
    //
    //****************************************************************************************************

    public void OnDestroy()
    {
        if (m_instance == this)
        {
            m_instance = null;
        }
    }
예제 #2
0
    //****************************************************************************************************
    //
    //****************************************************************************************************

    public void Awake()
    {
        if (m_instance == null)
        {
            m_instance = this;
        }

        m_group = GetComponent <CanvasGroup>();

        GameObject root = gameObject;

        GameObject buts = CORE.HIERARCHY.Find(root, "Buttons");

        m_content = CORE.HIERARCHY.Find(root, "Content");

        m_title = CORE.HIERARCHY.FindComp <UnityEngine.UI.Text>(root, "Title");

        m_name = CORE.HIERARCHY.FindComp <UnityEngine.UI.InputField>(m_content, "Name");

        m_lat = CORE.HIERARCHY.FindComp <UnityEngine.UI.InputField>(m_content, "Lat");

        m_lng = CORE.HIERARCHY.FindComp <UnityEngine.UI.InputField>(m_content, "Lng");

        m_desc = CORE.HIERARCHY.FindComp <UnityEngine.UI.InputField>(m_content, "Desc");

        m_sites = CORE.HIERARCHY.FindComp <UnityEngine.UI.Dropdown>(m_content, "Site");

        m_pic = CORE.HIERARCHY.FindComp <UnityEngine.UI.RawImage>(m_content, "Picture");

        m_CANCEL = new CORE.UIButton(CORE.HIERARCHY.FindComp <UnityEngine.UI.Button>(buts, "CANCEL"));

        m_DELETE = new CORE.UIButton(CORE.HIERARCHY.FindComp <UnityEngine.UI.Button>(buts, "DELETE"));

        m_OK = new CORE.UIButton(CORE.HIERARCHY.FindComp <UnityEngine.UI.Button>(buts, "OK"));

        m_picNotFound = Resources.Load <Texture>("2D/UI/picture_not_found");


        m_CANCEL.SetListener(delegate { OnCANCEL(); });

        m_DELETE.SetListener(delegate { OnDELETE(); });

        m_OK.SetListener(delegate { OnOK(); });


        m_fade.Begin(FADE_TYPE.FADE_OUT, 0.0f);

        gameObject.SetActive(false);
    }