void Awake() { LprefabCur = new List <GameObject> (); //Prefabs = new List<string> (); LprefabCeches = new List <GameObject>(); LlabelCaches = new List <UILabel>(); LlabelCur = new List <UILabel>(); RprefabCur = new List <GameObject> (); //Prefabs = new List<string> (); RprefabCeches = new List <GameObject>(); RlabelCaches = new List <UILabel>(); RlabelCur = new List <UILabel>(); maxLlist = new List <LabelType> (); maxRlist = new List <LabelType> (); Prefabs.AddRange(ChatSystem.faceStrl); }
void Awake() { prefabCur = new List <GameObject> (); //Prefabs = new List<string> (); prefabCeches = new List <GameObject>(); labelCaches = new List <UILabel>(); labelCur = new List <UILabel>(); list = new List <LabelType> (); Prefabs.AddRange(ChatSystem.faceStrl); //????? // FontSize = 35; // UIPanel panel=gameObject.GetComponent<UIPanel>(); // Depth = panel.depth + 1; //MaxWidth = (int)panel.width; // PositionX = 0; // LablePositionY = 0; // ImagePositionY = 0; //ImageHeight = Prefab.GetComponent<UISprite>().height; // LableCaches = new List<UILabel>(); // ImageCaches = new List<UISprite>(); }