public static SceneTypeItemView Create(GameObject parent, SceneType sceneType) { if (parent == null || sceneType == null) { return(null); } GameObject go = NGUITools.AddChild(parent, prefab); SceneTypeItemView view = new SceneTypeItemView(); view.sceneType = sceneType; view.go = go; view.name = go.transform.Find("name").gameObject.GetComponent <UILabel>(); view.pic = go.transform.Find("pic").gameObject.GetComponent <UISprite>(); view.go.name = GO_PREFIX + sceneType.typeId; view.name.text = sceneType.name; view.ShowPicture(); return(view); }
private void GenerateView() { Debug.Log("GenerateView"); ClearView(); picIdList.Clear(); assetIdList.Clear(); List <SceneType> sceneTypes = LogicController.GetSceneTypes(); for (int i = 0; i < sceneTypes.Count; ++i) { SceneTypeItemView itemView = SceneTypeItemView.Create(table, sceneTypes[i]); UIEventListener.Get(itemView.gameObject).onClick = ItemClick; itemViewList.Add(itemView); /*Picture picture = LogicController.GetPicture(sceneTypes[i].pictureId); * if (picture == null) { * picIdList.Add(sceneTypes[i].pictureId); * } * else { * Asset asset = LogicController.GetAsset(picture.assetId); * if (asset == null) { * assetIdList.Add(picture.assetId); * } * }*/ } tableComp.Reposition(); /* * if (picIdList.Count != 0) { * GetPictureCommand cmd = new GetPictureCommand(); * cmd.Callback = AfterGetPicture; * cmd.PictureIds = picIdList; * cmd.execute(); * } * if (assetIdList.Count != 0) { * GetAssetCommand cmd = new GetAssetCommand(); * cmd.Callback = AfterGetAsset; * cmd.AssetIds = assetIdList; * cmd.execute(); * } * picIdList.Clear(); * assetIdList.Clear(); */ }