private void ShowMaps(MapModel[] MapModels) { MapModel mapModel = MapModels.LastOrDefault((MapModel x) => x.Map_Possible); int current = (mapModel != null) ? (mapModel.No - 1) : 0; mRouletteSelector.Init(this); mRouletteSelector.SetCurrent(current); mRouletteSelector.Reposition(); mRouletteSelector.SetKeyController(mKeyController); mRouletteSelector.ScaleForce(0.3f, 1f); mRouletteSelector.controllable = true; }
public bool Init(List <DeckModel> models, int initIndex, DelDecideRebellionOrganizeFleetSelector decideDelegate) { DebugUtils.Log("UIRebellionFleetSelector", string.Empty); _listDeckModels = models; _nSelectedIndex = initIndex; _delDecideRebellionOrganizeFleetSelector = decideDelegate; SetFleetInfos(initIndex); foreach (Transform item in _clsRouletteSelector.GetContainer().transform) { UnityEngine.Object.Destroy(item.gameObject); } int num = 0; foreach (DeckModel model in models) { _listSelectorShips.Add(UIRebellionSelectorShip.Instantiate(((Component)_prefabSelectorShip).GetComponent <UIRebellionSelectorShip>(), _clsRouletteSelector.transform, Vector3.zero, model.GetFlagShip())); _listSelectorShips[num].transform.name = "SelectorShips" + num; num++; } _clsRouletteSelector.Init(this); _clsRouletteSelector.SetKeyController(StrategyTaskManager.GetStrategyRebellion().keycontrol); _clsRouletteSelector.ScaleForce(0.3f, 1f); return(true); }