//FloatPerDateManager weightManager; //FloatPerDateManager lengthManager; void Awake() { //weightManager = new FloatPerDateManager(Type2Prefix(SaveType.Weight)); //weightManager.Load(); //lengthManager = new FloatPerDateManager(Type2Prefix(SaveType.Length)); //lengthManager.Load(); { var manager = new DateIntervalManager(sleepIconData, Type2Prefix(SaveType.Sleep)); manager.Load(); managers.Add(manager); } { var manager = new DateIntervalManager(eatIconData, Type2Prefix(SaveType.Eat)); manager.Load(); managers.Add(manager); } { boobManager = new BoolManager(Type2Prefix(SaveType.Left_Right_Boob)); boobManager.Load(); } fastActionsUI.Open(managers, boobManager); current = fastActionsUI; tableUI.OnBack += TableUI_OnBack; }
public void Open(List <DateIntervalManager> managers, BoolManager boolManager) { ClearList(); foreach (var item in managers) { var presenter = new IntervalActionElementPresenter(item, elementPrefab, elementPrefab.height); presenter.OnTable += () => Presenter_OnTable(presenter); presenters.Add(presenter); } { var presenter = new BoolActionElementPresenter(boolManager, boolElementPrefab, boolElementPrefab.height); presenters.Add(presenter); } IsVisible = true; }
private bool isUseUpdate; //タグに応じてUpdateするか? void Start() { objectTag = GetComponent <GameObject>().tag; //Objectのtagを取得 //isUseUpdate = IsUseUpdate(); bool[] data = BoolManager.GetBool(objectTag); //tagを渡してデータを取得 //順番通りに並んでいるのでセット isKillingPlayer = data[0]; isKillingEnemy = data[1]; isPassable = data[2]; isResizeable = data[3]; isReflectable = data[4]; }
public BoolActionElementPresenter(BoolManager manager, BoolActionElementView prefab, float height) : base(prefab) { this.height = height; this.manager = manager; }