public void SetUI(DataTransfer data) { m_LevelList = new List <Transform>(); int maxPassLevel = data.GetData <int>(ConstDefine.MaxPassLevel); int maxLevel = data.GetData <int>(ConstDefine.MaxLevel); for (int i = 0; i < maxLevel; i++) { //item GameObject go = ResourcesMrg.Instance.Load(ResourcesMrg.ResourceType.UIWindowChild, "GameLevelItem", isCache: true); go.transform.SetParent(m_Grid); DataTransfer d = new DataTransfer(); d.SetData(ConstDefine.GameLevelItem_Level, i + 1); if (i + 1 <= maxPassLevel) { d.SetData(ConstDefine.GameLevelItem_IsLock, false); } else { d.SetData(ConstDefine.GameLevelItem_IsLock, true); } UIGameLevelItemView itemView = go.GetComponent <UIGameLevelItemView>(); itemView.OnClickBtn = OnClickGameLevelItemBtn; go.transform.localScale = Vector3.one; itemView.SetUI(d); m_LevelList.Add(go.transform); m_LastLevel = go.transform; } StartCoroutine("CreateLine", maxLevel); }
private IEnumerator SetUIIE(DataTransfer data) { m_LevelViewList = new List <UIGameLevelItemView>(); m_TweenList = new List <Tween>(); m_GridLayoutGroup = m_Grid.GetComponent <GridLayoutGroup>(); //float weightScale = (Screen.width * (852f / Screen.height)) / 1136f; float heightScale = (Screen.height / (float)Screen.width) * 1136f / 852f; m_GridLayoutGroup.cellSize *= heightScale; m_BtnLeft.sizeDelta *= heightScale; m_BtnRight.sizeDelta *= heightScale; //m_BtnLeft.anchoredPosition3D *= heightScale; //m_BtnRight.anchoredPosition3D *= heightScale; for (int i = 0; i < m_Count; i++) { GameObject go = ResourcesMrg.Instance.Load(ResourcesMrg.ResourceType.UIWindowChild, "GameLevelItem", isCache: true); go.transform.SetParent(m_Grid); go.transform.localScale = Vector3.zero; UIGameLevelItemView view = go.GetComponent <UIGameLevelItemView>(); view.OnClickBtn += OnClickGameLevelItemBtn; m_LevelViewList.Add(view); } m_MaxPassLevel = data.GetData <int>(ConstDefine.MaxPassLevel); m_MaxLevel = data.GetData <int>(ConstDefine.MaxLevel); yield return(null); bool isRun = true; m_Index = 1; while (isRun) { int index = m_Index; index += m_Count; if (index <= m_MaxPassLevel) { m_Index += m_Count; } else { m_Index += m_Count; isRun = false; } } Refresh(true); }