/// <summary> /// This function will be called whenever the layout is rebuilt - if you have any setup code which needs to be executed after the layout is rebuilt, override this function and implement it here. /// ParseXmlResult.Changed => The Xml was parsed and the layout changed as a result /// ParseXmlResult.Unchanged => The Xml was unchanged, so no the layout remained unchanged /// ParseXmlResult.Failed => The Xml failed validation /// </summary> public virtual void LayoutRebuilt(ParseXmlResult parseResult) { if (this.OnLayoutRebuilt != null) { this.OnLayoutRebuilt(this); } }
public override void LayoutRebuilt(ParseXmlResult parseResult) { // ParseXmlResult.Changed => The Xml was parsed and the layout changed as a result // ParseXmlResult.Unchanged => The Xml was unchanged, so no the layout remained unchanged // ParseXmlResult.Failed => The Xml failed validation // Called whenever the XmlLayout finishes rebuilding the layout // Use this function to make any dynamic changes (e.g. create dynamic lists, menus, etc.) or dynamically load values/selections for elements such as DropDown }
public override void LayoutRebuilt(ParseXmlResult parseResult) { if (toggleGroup != null) { // As the layout has just been rebuilt, the toggle group will no longer have anything selected // so we're just going to set it again here toggleGroup.element.SetSelectedValue(selectedLanguage, false); } }
public override void LayoutRebuilt(ParseXmlResult parseResult) { if (parseResult != ParseXmlResult.Changed || Products == null || !Products.Any()) { return; } var shopContent = xmlLayout.GetElementById <TableLayout>("shopContent"); var itemTemplate = xmlLayout.GetElementById("productTemplate"); var columnCount = 4; var column = 0; var rows = shopContent.Rows.ToList(); var productCount = Products.Count; var rowHeight = rows.First().preferredHeight; TableRow row; if (rows.Any()) { row = rows.Last(); } else { row = shopContent.AddRow(0); row.preferredHeight = rowHeight; } for (var x = 0; x < productCount; x++) { var product = Products[x]; var item = GameObject.Instantiate(itemTemplate); item.Initialise(xmlLayout, (RectTransform)item.transform, itemTemplate.tagHandler); item.gameObject.SetActive(true); // the template is inactive so as not to show up, so we need to activate our new object // Add a new cell to the row (containing our new product) row.AddCell(item.rectTransform); HandleProduct(product, item, x); // increment column count column++; // move to the next row, if necessary if (column == columnCount && (x + 1) < productCount) { column = 0; row = shopContent.AddRow(0); row.preferredHeight = rowHeight; } } }
public override void LayoutRebuilt(ParseXmlResult parseResult) { _workerMoneyLabelReference = _workerMoneyLabelReference ?? this.XmlElementReference <Text>("moneyLabel"); _workerPanelReference = _workerPanelReference ?? this.XmlElementReference <XmlElement>("workerPanel"); _specsPanelReference = _specsPanelReference ?? this.XmlElementReference <XmlElement>("specsPanel"); _shopPanelReference = _shopPanelReference ?? this.XmlElementReference <XmlElement>("shopPanel"); _messageBoxReference = _messageBoxReference ?? this.XmlElementReference <XmlElement>("messageBox"); _workerUnlockPanelReference = _workerUnlockPanelReference ?? this.XmlElementReference <XmlElement>("workerUnlockPanel"); _moneyUpgradeButtonReference = _moneyUpgradeButtonReference ?? this.XmlElementReference <XmlElement>("UpgradeMoneyPercentage"); }
public override void LayoutRebuilt(ParseXmlResult parseResult) { // populate dataTable3 if necessary (this should only be once ever) if (dataTable3 == null) { dataTable3 = XmlElementReference <XmlLayoutDataTable>("dataTable3"); } // Set the data of the dataTable directly dataTable3.element.SetData(myData3); }
public override void LayoutRebuilt(ParseXmlResult parseResult) { if (!Application.isPlaying) { return; } if (parseResult == ParseXmlResult.Changed) { UpdateDisplay(); } }
/// <summary> /// LayoutRebuilt is called by XmlLayout whenever the layout is finished being built /// (regardless of whether the rebuild was triggered automatically or manually) /// </summary> public override void LayoutRebuilt(ParseXmlResult parseResult) { if (parseResult != ParseXmlResult.Changed) { return; } // get the menu button container menuButtonGroup = xmlLayout.GetElementById("menuButtons"); // get the menu button template so that we can clone it var menuButtonTemplate = xmlLayout.GetElementById("menuButtonTemplate"); foreach (var example in Examples) { var name = example.name; AddMenuButton(name, menuButtonGroup, menuButtonTemplate); } AddMenuButton("Drag & Drop", menuButtonGroup, menuButtonTemplate); AddMenuButton("Localization", menuButtonGroup, menuButtonTemplate); AddMenuButton("World Space", menuButtonGroup, menuButtonTemplate); }
public override void LayoutRebuilt(ParseXmlResult parseResult) { UpdateDisplay(); }
public override void LayoutRebuilt(ParseXmlResult parseResult) { // start with the root XmlElement Localize(xmlLayout.XmlElement); }
public override void LayoutRebuilt(ParseXmlResult parseResult) { SetFormDefaults(); }
/// <summary> /// This function will be called whenever the layout is rebuilt - if you have any setup code which needs to be executed after the layout is rebuilt, override this function and implement it here. /// ParseXmlResult.Changed => The Xml was parsed and the layout changed as a result /// ParseXmlResult.Unchanged => The Xml was unchanged, so no the layout remained unchanged /// ParseXmlResult.Failed => The Xml failed validation /// </summary> public virtual void LayoutRebuilt(ParseXmlResult parseResult) { }