public void AddPhase() { GameObject go = Instantiate(m_PphasesUIPrefab, m_Content); PhaseItemUI item = go.GetComponent <PhaseItemUI>(); item.PhaseHandler = this; item.indexText.text = (m_PhasesList.Count - 1).ToString(); m_PhasesList.Add(item); m_Content.sizeDelta = new Vector2(m_Content.sizeDelta.x, m_Content.sizeDelta.y + item.RectTransform.sizeDelta.y); }
public void RemovePhase() { if (phaseSelected >= 0 && phaseSelected < m_PhasesList.Count) { PhaseItemUI item = m_PhasesList[phaseSelected]; GameObject go = item.gameObject; m_Content.sizeDelta = new Vector2(m_Content.sizeDelta.x, m_Content.sizeDelta.y - item.RectTransform.sizeDelta.y); Destroy(go); } ReorganiseList(); }