Exemplo n.º 1
0
        // TODO: Make sure buttons stay in panel/move to next row when necessary
        /// <summary>
        ///     Instantiates a button and adds it to the list of all buttons for this menu
        /// </summary>
        /// <param name="bundleTag">The string representing the asset bundle to be put on the button</param>
        /// <param name="buttonPrefab">The button prefab to be instantiated</param>
        /// <param name="panel">The panel in the menu that the button is being added to</param>
        /// <param name="menu">The menu the button is being added to</param>
        private static void AddButton(string bundleTag, Button buttonPrefab, GameObject panel, WWMenu menu)
        {
            Button button = (Button)MonoBehaviour.Instantiate(buttonPrefab);
            Text   text   = button.GetComponentInChildren <Text>();

            text.text = bundleTag;

            // TODO: Get panel reference instead of main canvas reference
            button.transform.SetParent(panel.transform, false);
            button.transform.localScale = new Vector3(1, 1, 1);

            button.GetComponent <WWButton>().SetMetadata(bundleTag);

            menu.AddButton(button);
        }
Exemplo n.º 2
0
 /// <summary>
 ///     Adds a button to the menu for every string in the list
 /// </summary>
 /// <param name="buttonPrefab">The button prefab to be instantiated</param>
 /// <param name="buttonStrings">A string for every button we need</param>
 /// <param name="menu">The menu we are adding the buttons to</param>
 public static void BuildMenu(Button buttonPrefab, List <string> buttonStrings, GameObject panel, WWMenu menu)
 {
     foreach (string buttonString in buttonStrings)
     {
         AddButton(buttonString, buttonPrefab, panel, menu);
     }
 }