static public int AddShowingScrollView(IntPtr l) { try { UI.Controller.ControllerBase self = (UI.Controller.ControllerBase)checkSelf(l); UnityEngine.GameObject a1; checkType(l, 2, out a1); self.AddShowingScrollView(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
public static void SetScrollViewRenderQueue(ControllerBase controller, GameObject ScrollViewObject, UILevel eLev, int windDepth) { UIPanel uiPanel = ScrollViewObject.GetComponent <UIPanel>(); uiPanel.depth = windDepth + 1; uiPanel.renderQueue = UIPanel.RenderQueue.StartAt; int dep = Mathf.Abs(windDepth) % 100; if (eLev == UILevel.TOP_TOP) { uiPanel.startingRenderQueue = 6000 + dep * 50 + 40; } else if (eLev == UILevel.TOP_HIGHT) { uiPanel.startingRenderQueue = 5000 + dep * 50 + 40; } else if (eLev == UILevel.TOP) { uiPanel.startingRenderQueue = 4000 + dep * 50 + 40; //Vector3 point = ScrollViewObject.transform.localPosition; //ScrollViewObject.transform.localPosition = new Vector3(point.x, point.y, -5.1f); } else if (eLev == UILevel.HIGHT) { uiPanel.startingRenderQueue = 3000 + dep * 50 + 40; //Vector3 point = ScrollViewObject.transform.localPosition; //ScrollViewObject.transform.localPosition = new Vector3(point.x, point.y, -5.1f); } else if (eLev == UILevel.NORMAL) { uiPanel.startingRenderQueue = 2000 + dep * 50 + 40; //Vector3 point = ScrollViewObject.transform.localPosition; //ScrollViewObject.transform.localPosition = new Vector3(point.x, point.y, 4.9f); } else if (eLev == UILevel.BACKGROUND) { dep = Mathf.Abs(windDepth + 1000) % 100; uiPanel.startingRenderQueue = 1000 + dep * 50 + 40; //Vector3 point = ScrollViewObject.transform.localPosition; //ScrollViewObject.transform.localPosition = new Vector3(point.x, point.y, 4.9f); } controller.AddShowingScrollView(ScrollViewObject); }