public void OnAddSeq(System.Object param) { SeqNodeCnf info = param as SeqNodeCnf; GameObject go = Resources.Load <GameObject>("Prefab/UI/Skill/" + info.Pfb); GameObject insGo = Instantiate(go); SeqNodeItem item = insGo.GetComponent <SeqNodeItem>(); item.Add(_info); GameObjectHelper.SetParent(insGo, _nodesParent); }
private void OnSelectDes(System.Object param) { _selectCnf = param as SeqNodeCnf; if (_selectCnf == null) { _des.text = String.Empty; } else { _des.text = _selectCnf.Des; } }
private void Init() { TextAsset textAsset = Resources.Load <TextAsset>("Config/01"); List <string[]> info = StringHelper.ParseData(textAsset.text); _map.Clear(); int length = info.Count; for (int i = 0; i < length; i++) { SeqNodeCnf cnf = new SeqNodeCnf(); cnf.Set(info[i]); if (!_map.ContainsKey(cnf.Menu)) { _map.Add(cnf.Menu, new List <SeqNodeCnf>()); } _map[cnf.Menu].Add(cnf); } }
public void SetEmpty() { _cnf = null; _des.text = string.Empty; }
public void Set(SeqNodeCnf cnf) { _cnf = cnf; _des.text = _cnf.Title; }