private void UpdateCampCreate(int camp, GameObject copy) { AWBuildingBarrack buildingBarrack = AWCore.Instance.GetGame().GetScene <AWSceneHome>().GetAWBuilding <AWBuildingBarrack>(m_building); IBuildingConfItem buildingConfItem = AW.GetSingleton <IDataAdapter>().GetBuildingConfItem(m_building); List <int> produceUnitLists = AW.GetSingleton <IDataAdapter>().GetProduceUnitList(m_building.GetBuildingType()); Dictionary <int, Camp> produceTroops = barrack.GetProduceTroopDic(); copy.transform.SetParent(campAnchor, false); copy.GetComponent <UISetAnchor>().SetAnchor(buildingBarrack.GetModelAnchor(camp), UIAnchorType.World3DToUI2D); UICampItem campItem = copy.GetComponent <UICampItem>(); campItem.InitCamp(produceTroops, camp, buildingConfItem); campItem.SetUnitName(); campItem.SetSelect(false); itemList.Add(campItem); Button button = copy.GetComponent <Button>(); button.onClick.RemoveAllListeners(); button.onClick.AddListener(CloseUnitList); button.onClick.AddListener(ResetCampItem); button.onClick.AddListener(new OnClickCampEvent(construction, troopsInfoAnchor, produceTroops[camp], replaceUnitList, produceUnitLists, m_building, replaceUnitListAnchor, campItem).OnClickCreateTroopsInfo); m_buildingProcess = copy.ExtGetMissingComponent <AWBuildingProcess>(); m_buildingProcess.InitProcess(produceTroops[camp], copy.transform, new Vector3(-20, 80, 0), UIAnchorType.UI2DToUI2D); m_buildingProcess.SetShow(true); }
public OnClickCampEvent(Button construction, Transform troopsAnchor, Camp camp, UIReplaceUnitList unitList, List <int> produceUnitList, Building building, Transform listAnchor, UICampItem campItem) { m_construction = construction; m_troopsAnchor = troopsAnchor; m_unitListAnchor = listAnchor; m_camp = camp; m_produceUnitList = produceUnitList; m_unitList = unitList; m_building = building; m_campItem = campItem; }