Пример #1
0
    //关键对象使用前更新
    public void UpdateKeyObject()
    {
        keyObject.transform.localPosition += new Vector3(0, 0, -300);      //坐标前移

        up       = keyObject.GetComponent <UIPanel>();
        newpanel = up == null ? true : false;
        if (up == null)
        {
            up = keyObject.AddComponent <UIPanel>();           //获取panel
        }
        UIDragPanelContents uidpc = keyObject.GetComponent <UIDragPanelContents>();

        if (uidpc != null)
        {
            uidpc.enabled = false;            //关闭dragpanel
        }
        UIButtonOffset ubo = keyObject.GetComponent <UIButtonOffset>();

        if (ubo != null)
        {
            Destroy(ubo);
        }

        keyObject.SetActive(false);
        keyObject.SetActive(true);
    }
Пример #2
0
    private void InitUIComponentReferences()
    {
        UnGainLabel         = FindUIObject <UILabel>("UnGainLabel");
        GainedBtnLabel      = FindUIObject <UILabel>("GainedBtnLabel");
        UnReachLabel        = FindUIObject <UILabel>("UnReachLabel");
        CountTimeLabel      = FindUIObject <UILabel>("CountTimeLabel");
        TimeLabel           = FindUIObject <UILabel>("TimeLabel");
        UnGainBackground    = FindUIObject <UISprite>("UnGainBackground");
        GainedBtnBackground = FindUIObject <UISprite>("GainedBtnBackground");
        UnReachBackground   = FindUIObject <UISprite>("UnReachBackground");
        CountTimeBackground = FindUIObject <UISprite>("CountTimeBackground");
        GoodsItemSprite     = FindUIObject <UISprite>("GoodsItemSprite");
        UnGainBtn           = FindUIObject <UIButton>("UnGainBtn");
        GainedBtn           = FindUIObject <UIButton>("GainedBtn");
        UnReachBtn          = FindUIObject <UIButton>("UnReachBtn");
        CountTimeBtn        = FindUIObject <UIButton>("CountTimeBtn");
        RewardListItemUI    = FindUIObject <UIDragPanelContents>("RewardListItemUI");
        GoodsList           = FindUIObject <UIGrid>("GoodsList");

        Disable(UnReachBtn);
        Disable(UnReachBtn);
        Disable(CountTimeBtn);
        Disable(GainedBtn);
        ActiveRedio(UnGainBtn);
    }
Пример #3
0
        protected override void Init()
        {
            base.Init();
            base.Hide();

            Dictionary <string, KGiftData> giftAllData  = KConfigFileManager.GetInstance().giftTabFile.getAllData();
            List <KGiftData> levelAndCombatGiftDataList = new List <KGiftData>();

            foreach (KGiftData giftData in giftAllData.Values)
            {
                if (giftData.eType == KGiftType.gtLevel || giftData.eType == KGiftType.gtCombat)
                {
                    levelAndCombatGiftDataList.Add(giftData);
                }
            }

            levelAndCombatGiftDataList.Sort(
                delegate(KGiftData k1, KGiftData k2)
            {
                int compare = k1.nCombatLimit - k2.nCombatLimit;
                if (compare == 0)
                {
                    return(k1.nLevelLimit - k2.nLevelLimit);
                }
                else
                {
                    return(compare);
                }
            }
                );

            foreach (KGiftData giftData in levelAndCombatGiftDataList)
            {
                UIDragPanelContents uiDragPanelContents = (UIDragPanelContents)UnityEngine.Object.Instantiate(base.GiftItem, base.GiftItem.transform.position, base.GiftItem.transform.rotation);
                uiDragPanelContents.transform.localScale = base.GiftItem.transform.lossyScale;
                GiftItem giftItem = uiDragPanelContents.gameObject.AddComponent <GiftItem>();
                giftItem.Init(giftData);

                if (giftData.eType == KGiftType.gtLevel)
                {
                    uiDragPanelContents.transform.parent = base.LevelList.gameObject.transform;
                    LevelGiftItemList.Add(giftItem);
                }
                else if (giftData.eType == KGiftType.gtCombat)
                {
                    uiDragPanelContents.transform.parent = base.CombatList.gameObject.transform;
                    CombatGiftItemList.Add(giftItem);
                }
            }

            base.GiftItem.gameObject.SetActive(false);
            base.LevelList.sorted         = false;
            base.LevelList.repositionNow  = true;
            base.CombatList.sorted        = false;
            base.CombatList.repositionNow = true;

            this.isListChanged = true;
        }
Пример #4
0
    void Start()
    {
        MasterGrid = this.transform.GetComponent <UIGrid>();
        AchievementDisplay display           = achievePrefab.GetComponent <AchievementDisplay>();
        GameObject         newAchievementObj = null;

        for (int j = 0; j < Achievements.Length; j++)
        {
            //Fill achievements with current info
            Debug.Log("AAUNITY/ACHIEVEMENT Achievement " + Achievements[j].Name + " is unlocked=" + db.isUnlocked(j + 1));
            if (db.isUnlocked(j + 1))
            {
                Debug.Log("AAUNITY/ACHIEVEMENT Now set setting " + Achievements[j].Name + " to full progress of " + Achievements[j].TargetProgress);
                Achievements[j].SetProgress(Achievements[j].TargetProgress);
            }
            if (j >= 39 || (j >= 27 && j <= 29))            //for store and lifetime achievements show current progress
            {
                Achievements[j].SetProgress((float)db.getProgress(j + 1));
            }

            // Get UI Label for name in child obj and set it to Achievments[j].name
            // Do this for description, points, and target
            display.nameLabel.text        = Achievements[j].Name;
            display.descriptionLabel.text = Achievements[j].Description;
            display.targetLabel.text      = Achievements[j].getProgress().ToString() + " / " + Achievements[j].TargetProgress.ToString();

            Debug.Log("AAUNITY/ACHIEVEMENT Achievement " + Achievements[j].Name + " is Earned? " + Achievements[j].Earned);
            if (Achievements[j].Earned)
            {
                display.earned.SetActive(true);
                display.unearned.SetActive(false);
            }
            else
            {
                display.earned.SetActive(false);
                display.unearned.SetActive(true);
            }
            dragPanelContents = achievePrefab.GetComponent <UIDragPanelContents>();
            dragPanelContents.draggablePanel = MasterDragPanel;

            newAchievementObj = NGUITools.AddChild(MasterGrid.gameObject, achievePrefab.gameObject);
        }

        MasterGrid.Reposition();

        ValidateAchievements();
        UpdateRewardPointTotals();
    }
Пример #5
0
    //关键对象使用后更新
    public void RecoverKeyObject()
    {
        if (keyObject == null)
        {
            return;
        }

        keyObject.transform.localPosition += new Vector3(0, 0, 300);      //坐标还原

        if (newpanel && up != null)
        {
            Destroy(keyObject.GetComponent <UIPanel>());           //销毁panel
        }
        UIDragPanelContents uidpc = keyObject.GetComponent <UIDragPanelContents>();

        if (uidpc != null)
        {
            uidpc.enabled = true;            //重启dragpanel
        }
        keyObject = null;
    }
Пример #6
0
        protected override void Init()
        {
            base.Init();
            base.Hide();

            Dictionary <string, KGiftData> GiftAllData = KConfigFileManager.GetInstance().giftTabFile.getAllData();
            List <KGiftData> onlineGiftDataList        = new List <KGiftData>();

            foreach (KGiftData giftData in GiftAllData.Values)
            {
                if (giftData.eType == KGiftType.gtOnlineTime)
                {
                    onlineGiftDataList.Add(giftData);
                }
            }

            onlineGiftDataList.Sort(
                delegate(KGiftData k1, KGiftData k2)
            {
                return(k1.nOnlineTime - k2.nOnlineTime);
            }
                );

            foreach (KGiftData onlineGiftData in onlineGiftDataList)
            {
                UIDragPanelContents uiDragPanelContents = (UIDragPanelContents)UnityEngine.Object.Instantiate(base.GiftItem, base.GiftItem.transform.position, base.GiftItem.transform.rotation);
                uiDragPanelContents.transform.localScale = base.GiftItem.transform.lossyScale;
                uiDragPanelContents.transform.parent     = base.GiftList.gameObject.transform;

                GiftItem giftItem = uiDragPanelContents.gameObject.AddComponent <GiftItem>();
                giftItem.Init(onlineGiftData);
                OnlineGiftItemList.Add(giftItem);
            }

            base.GiftItem.gameObject.SetActive(false);
            base.GiftList.sorted        = false;
            base.GiftList.repositionNow = true;
        }
Пример #7
0
 // Awake
 private void Awake()
 {
     m_DragPanelContents = this.gameObject.GetComponent<UIDragPanelContents>();
 }
Пример #8
0
    //private Dictionary<ArmyType, GameObject> m_ArmyPrefabsDict;
    //private Dictionary<MercenaryType, GameObject> m_MercenaryPrefabsDict;
    //private Dictionary<PropsType, GameObject> m_PropsPrefabsDict;

    void Start()
    {
        Dictionary <ArmyType, List <RecordUserCommand <ArmyIdentity> > >           armies      = BattleRecorder.Instance.DropArmies;
        Dictionary <MercenaryType, List <RecordUserCommand <MercenaryIdentity> > > mercenaries = BattleRecorder.Instance.DropMercenaries;
        List <KeyValuePair <PropsType, int> > props = BattleRecorder.Instance.UseProps;

        /*
         * this.m_ArmyPrefabsDict = new Dictionary<ArmyType, GameObject>(){
         *      {ArmyType.Berserker, this.m_BerserkerPrefab},
         *      {ArmyType.Ranger, this.m_RangerPrefab},
         *      {ArmyType.Marauder, this.m_MarauderPrefab}
         * };
         * this.m_MercenaryPrefabsDict = new Dictionary<MercenaryType, GameObject>()
         * {
         *      {MercenaryType.Slinger, this.m_MercenarySlingerPrefab},
         *      {MercenaryType.Hercules, this.m_MercenaryHerculesPrefab},
         *      {MercenaryType.Kodo, this.m_MercenaryKodoPrefab},
         *      {MercenaryType.HerculesII, this.m_MercenaryHerculesIIPrefab},
         *      {MercenaryType.KodoII, this.m_MercenaryKodoIIPrefab},
         *      {MercenaryType.Arsonist, this.m_MercenaryArsonistPrefab},
         *      {MercenaryType.ArsonistII, this.m_MercenaryArsonistIIPrefab},
         *      {MercenaryType.PhalanxSoldier, this.m_MercenaryPhalanxSoldierPrefab},
         *      {MercenaryType.Catapults, this.m_MercenaryCatapultsPrefab},
         *      {MercenaryType.CrazyKodo, this.m_MercenaryCrazyKodoPrefab}
         * };
         * this.m_PropsPrefabsDict = new Dictionary<PropsType, GameObject>()
         * {
         *      {PropsType.DamageBottle, this.m_PropsDamageBottlePrefab},
         *      {PropsType.ArmyBerserkerExcellent, this.m_PropsArmyBerserkerExcellentPrefab},
         *      {PropsType.ArmyBerserkerSophisticated, this.m_PropsArmyBerserkerSophisticatedPrefab},
         *      {PropsType.ArmyBerserkerEpic, this.m_PropsArmyBerserkerEpicPrefab},
         *      {PropsType.ArmyBerserkerLegend, this.m_PropsArmyBerserkerLegendPrefab},
         *      {PropsType.ArmyRangerExcellent, this.m_PropsArmyRangerExcellentPrefab},
         *      {PropsType.ArmyRangerSophisticated, this.m_PropsArmyRangerSophisticatedPrefab},
         *      {PropsType.MercenaryArsonistExcellent, this.m_PropsMercenaryArsonistExcellentPrefab},
         *      {PropsType.MercenaryCrazyKodoExcellent, this.m_PropsMercenaryCrazyKodoExcellentPrefab},
         *      {PropsType.MercenaryCrazyKodoSophisticated, this.m_PropsMercenaryCrazyKodoSophisticatedPrefab}
         * };
         */
        foreach (ArmyType type in armies.Keys)
        {
            GameObject armyInformation = GameObject.Instantiate(this.m_ArmyPrefabs[type.ToString()]) as GameObject;
            armyInformation.name             = type.GetUIGridSortString() + "_" + armyInformation.name;
            armyInformation.transform.parent = this.m_Grid.transform;
            DropArmyInformation info = armyInformation.GetComponent <DropArmyInformation>();
            info.Level    = ((ConstructArmyCommand)armies[type][0].ConstructCommand).Level;
            info.Quantity = armies[type].Count;
            UIDragPanelContents panelContent = armyInformation.GetComponentInChildren <UIDragPanelContents>();
            panelContent.draggablePanel = this.m_Panel;
        }
        foreach (MercenaryType type in mercenaries.Keys)
        {
            GameObject mercenaryInformation = GameObject.Instantiate(this.m_MercenaryPrefabs[type.ToString()]) as GameObject;
            mercenaryInformation.name             = type.GetUIGridSortString() + "_" + mercenaryInformation.name;
            mercenaryInformation.transform.parent = this.m_Grid.transform;
            DropMercenaryInformation info = mercenaryInformation.GetComponent <DropMercenaryInformation>();
            info.Quantity = mercenaries[type].Count;
            UIDragPanelContents panelContent = mercenaryInformation.GetComponentInChildren <UIDragPanelContents>();
            panelContent.draggablePanel = this.m_Panel;
        }
        foreach (KeyValuePair <PropsType, int> p in props)
        {
            GameObject propsInformation = GameObject.Instantiate(this.m_PropsPrefabs[p.Key.ToString()]) as GameObject;
            propsInformation.name             = p.Key.GetUIGridSortString() + "_" + propsInformation.name;
            propsInformation.transform.parent = this.m_Grid.transform;
            DropPropsInformation info = propsInformation.GetComponent <DropPropsInformation>();
            info.Quantity = p.Value;
            UIDragPanelContents panelContent = propsInformation.GetComponentInChildren <UIDragPanelContents>();
            panelContent.draggablePanel = this.m_Panel;
        }
        this.m_Grid.repositionNow = true;
    }
 private void AdjustmentAllItem(List <Tab_LevelAwardSimulate> celllist, Transform par)
 {
     if (par != null && celllist != null && GameManager.gameManager.ActivityRewardGetDic != null)
     {
         int num = celllist.Count;
         UIDraggablePanel udp = par.GetComponentInParent <UIDraggablePanel>();
         int count            = commonGo.Count;
         if (num > count)
         {
             for (int i = num - count; i > 0; --i)
             {
                 GameObject go = GameObject.Instantiate(ItemPerObj) as GameObject;
                 if (go != null)
                 {
                     go.transform.localPosition = Vector3.zero;
                     commonGo.Add(go);
                     Transform tf = go.transform.Find("LingquButton");
                     if (tf != null)
                     {
                         UIEventListener.Get(tf.gameObject).onClick = ItemClick;
                     }
                     for (int j = 1; j < 5; ++j)
                     {
                         tf = go.transform.Find("IconItem/Grid/Icon_" + j);
                         if (tf != null)
                         {
                             UIEventListener.Get(tf.gameObject).onClick = TipClick;
                         }
                     }
                 }
             }
         }
         clickDic.Clear();
         count = commonGo.Count;
         for (int i = 0; i < count; ++i)
         {
             GameObject go = commonGo[i];
             if (go != null)
             {
                 if (i < num)
                 {
                     //NGUITools.SetActive(go, true);
                     go.transform.name          = i.ToString();
                     go.transform.parent        = par;
                     go.transform.localPosition = Vector3.zero;
                     go.transform.localScale    = Vector3.one;
                     clickDic.Add(go, celllist[i]);
                     SetItemInfo(go.transform, celllist[i], i);
                     UIDragPanelContents udpc = go.GetComponentInChildren <UIDragPanelContents>();
                     if (udpc != null)
                     {
                         udpc.draggablePanel = udp;
                     }
                 }
                 else
                 {
                     //NGUITools.SetActive(go, false);
                 }
             }
         }
         UIGrid ug = par.GetComponent <UIGrid>();
         if (ug != null)
         {
             ug.repositionNow = true;
         }
     }
 }
Пример #10
0
	void Start()
	{			
		MasterGrid = this.transform.GetComponent<UIGrid>();
		AchievementDisplay display = achievePrefab.GetComponent<AchievementDisplay>();
		GameObject newAchievementObj = null;
		
		for (int j = 0; j < Achievements.Length; j++) {
			//Fill achievements with current info
			Debug.Log ("AAUNITY/ACHIEVEMENT Achievement " + Achievements[j].Name + " is unlocked=" + db.isUnlocked(j+1));
			if(db.isUnlocked(j+1)) {
				Debug.Log("AAUNITY/ACHIEVEMENT Now set setting " + Achievements[j].Name + " to full progress of " + Achievements[j].TargetProgress);
				Achievements[j].SetProgress(Achievements[j].TargetProgress);
			}
			if(j >= 39 || (j >= 27 && j <= 29)) //for store and lifetime achievements show current progress
				Achievements[j].SetProgress((float)db.getProgress(j+1));
			
			// Get UI Label for name in child obj and set it to Achievments[j].name
			// Do this for description, points, and target
			display.nameLabel.text = Achievements[j].Name;
			display.descriptionLabel.text = Achievements[j].Description;
			display.targetLabel.text = Achievements[j].getProgress().ToString() + " / " + Achievements[j].TargetProgress.ToString();
			
			Debug.Log ("AAUNITY/ACHIEVEMENT Achievement " + Achievements[j].Name + " is Earned? " + Achievements[j].Earned);
			if(Achievements[j].Earned) {
				display.earned.SetActive(true);
				display.unearned.SetActive(false);
			} else {
				display.earned.SetActive(false);
				display.unearned.SetActive(true);
			}
			dragPanelContents = achievePrefab.GetComponent<UIDragPanelContents>();
			dragPanelContents.draggablePanel = MasterDragPanel;
			
			newAchievementObj = NGUITools.AddChild(MasterGrid.gameObject, achievePrefab.gameObject);
		}
		
		MasterGrid.Reposition();
		
	    ValidateAchievements();
        UpdateRewardPointTotals();
	}
Пример #11
0
    // Use this for initialization
    void Start()
    {
        UIPanel clipPanel = this.GetComponentInChildren <UIPanel>();

        this.m_MinimunButtonCount = (int)(clipPanel.clipRange.x / this.m_Grid.cellWidth);

        /*
         * this.m_ArmyPrefabDict = new Dictionary<ArmyType, GameObject>(){
         *      {ArmyType.Berserker, this.m_BerserkerArmyButtonPrefab},
         *      {ArmyType.Ranger, this.m_RangerArmyButtonPrefab},
         *      {ArmyType.Marauder, this.m_MarauderArmyButtonPrefab}
         * };
         * this.m_MercenaryPrefabDict = new Dictionary<MercenaryType, GameObject>(){
         *      {MercenaryType.Slinger, this.m_MercenarySlingerButtonPrefab},
         *      {MercenaryType.Hercules, this.m_MercenaryHerculesButtonPrefab},
         *      {MercenaryType.Kodo, this.m_MercenaryKodoButtonPrefab},
         *      {MercenaryType.HerculesII, this.m_MercenaryHerculesIIButtonPrefab},
         *      {MercenaryType.KodoII, this.m_MercenaryKodoIIButtonPrefab},
         *      {MercenaryType.Arsonist, this.m_MercenaryArsonistButtonPrefab},
         *      {MercenaryType.ArsonistII, this.m_MercenaryArsonistIIButtonPrefab},
         *      {MercenaryType.PhalanxSoldier, this.m_MercenaryPhalanxSoldierButtonPrefab},
         *      {MercenaryType.Catapults, this.m_MercenaryCatapultsButtonPrefab},
         *      {MercenaryType.CrazyKodo, this.m_MercenaryCrazyKodoButtonPrefab}
         * };
         * this.m_PropsPrefabDict = new Dictionary<PropsType, GameObject>(){
         *      {PropsType.DamageBottle, this.m_PropsDamageBottleButtonPrefab},
         *      {PropsType.ArmyBerserkerExcellent, this.m_PropsArmyBerserkerExcellentButtonPrefab},
         *      {PropsType.ArmyBerserkerSophisticated, this.m_PropsArmyBerserkerSophisticatedButtonPrefab},
         *      {PropsType.ArmyBerserkerEpic, this.m_PropsArmyBerserkerEpicButtonPrefab},
         *      {PropsType.ArmyBerserkerLegend, this.m_PropsArmyBerserkerLegendButtonPrefab},
         *      {PropsType.ArmyRangerExcellent, this.m_PropsArmyRangerExcellentButtonPrefab},
         *      {PropsType.ArmyRangerSophisticated, this.m_PropsArmyRangerSophisticatedButtonPrefab},
         *      {PropsType.MercenaryArsonistExcellent, this.m_PropsMercenaryArsonistExcellentButtonPrefab},
         *      {PropsType.MercenaryCrazyKodoExcellent, this.m_PropsMercenaryCrazyKodoExcellentButtonPrefab},
         *      {PropsType.MercenaryCrazyKodoSophisticated, this.m_PropsMercenaryCrazyKodoSophisticatedButtonPrefab}
         * };
         */
        List <KeyValuePair <ArmyType, List <ArmyIdentity> > > availableArmies = this.AvailableArmies;

        if (availableArmies != null)
        {
            foreach (KeyValuePair <ArmyType, List <ArmyIdentity> > armies in availableArmies)
            {
                GameObject armyButton = GameObject.Instantiate(this.m_ArmyPrefabs[armies.Key.ToString()]) as GameObject;
                armyButton.transform.parent = this.m_Grid.transform;

                armyButton.GetComponentInChildren <UICheckbox>().radioButtonRoot = this.m_Grid.transform;
                armyButton.name = armies.Key.GetUIGridSortString() + "_" + armyButton.name;

                ArmyButtonInformation info = armyButton.GetComponent <ArmyButtonInformation>();
                info.Type              = armies.Key;
                info.ArmyLevel         = this.ArmyLevel[armies.Key];
                info.Armies            = armies.Value;
                this.m_TotalArmyCount += armies.Value.Count;

                UIDragPanelContents contents = armyButton.GetComponentInChildren <UIDragPanelContents>();
                contents.draggablePanel = this.m_Panel;
            }
        }

        SortedDictionary <int, KeyValuePair <MercenaryType, List <MercenaryIdentity> > > availableMercenaries = new SortedDictionary <int, KeyValuePair <MercenaryType, List <MercenaryIdentity> > >();

        if (this.AvailableMercenaries != null)
        {
            foreach (KeyValuePair <MercenaryType, List <MercenaryIdentity> > mercenary in this.AvailableMercenaries)
            {
                availableMercenaries.Add(ClientConfigConstants.Instance.GetMercenaryOrder(mercenary.Key),
                                         mercenary);
            }

            SortedDictionary <int, KeyValuePair <MercenaryType, List <MercenaryIdentity> > > .Enumerator en = availableMercenaries.GetEnumerator();

            while (en.MoveNext())
            {
                KeyValuePair <MercenaryType, List <MercenaryIdentity> > mercenaries = en.Current.Value;
                GameObject mercenaryButton = GameObject.Instantiate(this.m_MercenaryPrefabs[mercenaries.Key.ToString()]) as GameObject;
                mercenaryButton.transform.parent = this.m_Grid.transform;

                mercenaryButton.GetComponentInChildren <UICheckbox>().radioButtonRoot = this.m_Grid.transform;
                mercenaryButton.name = mercenaries.Key.GetUIGridSortString() + "_" + mercenaryButton.name;

                MercenaryButtonInformation info = mercenaryButton.GetComponent <MercenaryButtonInformation>();
                info.Type   = mercenaries.Key;
                info.Armies = mercenaries.Value;
                this.m_TotalMercenaryCount += mercenaries.Value.Count;

                UIDragPanelContents contents = mercenaryButton.GetComponentInChildren <UIDragPanelContents>();
                contents.draggablePanel = this.m_Panel;
            }
        }

        List <KeyValuePair <PropsType, List <int> > > availableProps = this.AvailableProps;

        if (availableProps != null)
        {
            foreach (KeyValuePair <PropsType, List <int> > props in availableProps)
            {
                GameObject propsButton = GameObject.Instantiate(this.m_PropsPrefabs[props.Key.ToString()]) as GameObject;
                propsButton.transform.parent = this.m_Grid.transform;

                propsButton.GetComponentInChildren <UICheckbox>().radioButtonRoot = this.m_Grid.transform;
                propsButton.name = props.Key.GetUIGridSortString() + "_" + propsButton.name;

                PropsButtonInformation info = propsButton.GetComponent <PropsButtonInformation>();
                info.Type   = props.Key;
                info.Armies = props.Value;

                this.m_TotalPropsCount += props.Value.Count;
                UIDragPanelContents contents = propsButton.GetComponentInChildren <UIDragPanelContents>();
                contents.draggablePanel = this.m_Panel;
            }
        }

        /*
         * foreach (int propsNo in LogicController.Instance.AvailableBattleProps)
         * {
         *      PropsLogicData logicData = LogicController.Instance.GetProps(propsNo);
         *
         *      GameObject propsButton = GameObject.Instantiate(this.m_PropsPrefabs[logicData.PropsType.ToString()]) as GameObject;
         *      propsButton.transform.parent = this.m_Grid.transform;
         *
         *      propsButton.GetComponentInChildren<UICheckbox>().radioButtonRoot = this.m_Grid.transform;
         *      propsButton.name = logicData.PropsType.GetUIGridSortString() + "_" + propsButton.name;
         *
         *      PropsButtonInformation info = propsButton.GetComponent<PropsButtonInformation>();
         *      info.Type = logicData.PropsType;
         *      info.Armies = new List<int>();
         *      for(int i = 0; i < logicData.RemainingUseTime; i ++)
         *      {
         *              info.Armies.Add(propsNo);
         *      }
         *
         *      this.m_TotalPropsCount += logicData.RemainingUseTime;
         *
         *      UIDragPanelContents contents = propsButton.GetComponentInChildren<UIDragPanelContents>();
         *      contents.draggablePanel = this.m_Panel;
         * }
         *
         *
         * foreach(KeyValuePair<ItemType, List<ItemIdentity>> items in LogicController.Instance.AvailableItems)
         * {
         *      GameObject itemButton = GameObject.Instantiate(this.m_ItemButtonPrefab) as GameObject;
         *      itemButton.transform.parent = this.m_Grid.transform;
         *
         *      itemButton.GetComponentInChildren<UICheckbox>().radioButtonRoot = this.m_Grid.transform;
         * }
         */

        int validButtonCount = this.m_Grid.transform.childCount;

        if (validButtonCount > this.m_MinimunButtonCount)
        {
            //this.m_Panel.dragEffect = UIDraggablePanel.DragEffect.MomentumAndSpring;
        }
        else
        {
            for (int i = 0; i < this.m_MinimunButtonCount - validButtonCount; i++)
            {
                GameObject placeHolderButton = GameObject.Instantiate(this.m_PlaceHolderPrefab) as GameObject;
                placeHolderButton.transform.parent        = this.m_Grid.transform;
                placeHolderButton.transform.localPosition = Vector3.zero;
            }
            //this.m_Panel.dragEffect = UIDraggablePanel.DragEffect.Momentum;
        }

        this.m_Grid.repositionNow = true;
    }