protected override void PageSwitchSetting(bool initalize) { base.PageSwitchSetting(initalize); //ページ初期化処理 if (m_UnitBGPanel == null) { m_UnitBGPanel = m_CanvasObj.GetComponentInChildren <UnitBGPanel>(); m_UnitBGPanel.SetPositionAjustStatusBar(new Vector2(0, 40), new Vector2(0, -345)); m_UnitBGPanel.IsViewPointEvolve = true; m_UnitBGPanel.IsViewEvolve = true; m_UnitBGPanel.IsViewResetButton = false; m_UnitBGPanel.IsViewExecButton = false; m_UnitBGPanel.IsViewReturnButton = false; m_UnitBGPanel.Title = GameTextUtil.GetText("unit_function_evolve"); m_UnitBGPanel.TotalTitle = GameTextUtil.GetText("unit_function_point"); m_UnitBGPanel.Evolve_arrow = GameTextUtil.GetText("unit_function_evolve_arrow"); m_UnitBGPanel.TotalPoint = (int)UserDataAdmin.Instance.m_StructPlayer.have_unit_point; m_UnitBGPanel.DidSelect = SelectEvolve; m_UnitBGPanel.DidReturn = SelectReturn; m_UnitBGPanel.DidSelectIcon = SelectUnitIcon; m_UnitBGPanel.DidSelectEvolveIcon = SelectEvolveUnitIcon; m_UnitBGPanel.DidSelectEvolveIconLongpress = SelectEvolveUnitIcon; } if (m_ExpandWindow == null) { m_ExpandWindow = m_CanvasObj.GetComponentInChildren <ExpandWindow>(); m_ExpandWindow.SetPositionAjustStatusBar(new Vector2(0, -232)); m_ExpandWindow.ViewHeightSize = 210.0f; m_ExpandWindow.DidSelectButton = SelectWindowButton; } if (m_UnitStatusPanel == null) { m_UnitStatusPanel = m_CanvasObj.GetComponentInChildren <UnitStatusPanel>(); if (m_ExpandWindow != null) { m_UnitStatusPanel.SetParent(m_ExpandWindow.Content); } } if (m_UnitGrid == null) { //ユニットグリッド取得 m_UnitGrid = m_CanvasObj.GetComponentInChildren <UnitGridComplex>(); //サイズ設定 m_UnitGrid.SetPositionAjustStatusBar(new Vector2(0, -35), new Vector2(-48, -315)); m_UnitGrid.AttchUnitGrid <UnitGridView>(UnitGridView.Create()); } updateEvolveStatus(true); MainMenuManager.Instance.currentCategory = MAINMENU_CATEGORY.UNIT; }
public void setup( UnitStatusPanel _paramPanel, UnitResultBuildupModel model, System.Action _finishCall) { m_ParamPanel = _paramPanel; m_model = model; m_FinishCallAction += _finishCall; m_Status = Status.None; m_Ready = true; nextStatus(); }