示例#1
0
    private void CreateDefautUIMessage(DefaultMessageType p_type, List <string> p_params)
    {
        GameObject __go = Instantiate(uiDefaultMessagesPrefabs[(int)p_type]);

        __go.transform.SetParent(messagesContainer.transform);
        __go.transform.localScale = Vector3.one;

        Text __text = __go.GetComponent <Text>();

        texts.Add(__text);
        bool __recalculate = false;

        switch (p_type)
        {
        case DefaultMessageType.SHOW_INVENTORY:
        case DefaultMessageType.GET_ITEM:
        case DefaultMessageType.DROP_ITEM:
        case DefaultMessageType.ITEM_NOT_FOUND:
            __text.text  += string.Join(string.Empty, p_params.ToArray());
            __recalculate = true;
            break;
        }
        //inputField.ActivateInputField();
        StartCoroutine(VerticalScrollBarDelay(__text, __recalculate));
    }
示例#2
0
 public static void CreateDefautMessage(DefaultMessageType p_type, List <string> p_params)
 {
     uiManager.CreateDefautUIMessage(p_type, p_params);
 }
示例#3
0
 public static void CreateDefautMessage(DefaultMessageType p_type)
 {
     uiManager.CreateDefautUIMessage(p_type, new List <string>());
 }