//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_btn_Close = fastComponent.FastGetComponent <UIButton>("Close"); if (null == m_btn_Close) { Engine.Utility.Log.Error("m_btn_Close 为空,请检查prefab是否缺乏组件"); } m_label_Name = fastComponent.FastGetComponent <UILabel>("Name"); if (null == m_label_Name) { Engine.Utility.Log.Error("m_label_Name 为空,请检查prefab是否缺乏组件"); } m_label_DeclareWarTarget = fastComponent.FastGetComponent <UILabel>("DeclareWarTarget"); if (null == m_label_DeclareWarTarget) { Engine.Utility.Log.Error("m_label_DeclareWarTarget 为空,请检查prefab是否缺乏组件"); } m_label_DeclareWarDur = fastComponent.FastGetComponent <UILabel>("DeclareWarDur"); if (null == m_label_DeclareWarDur) { Engine.Utility.Log.Error("m_label_DeclareWarDur 为空,请检查prefab是否缺乏组件"); } m_label_ZijinCost = fastComponent.FastGetComponent <UILabel>("ZijinCost"); if (null == m_label_ZijinCost) { Engine.Utility.Log.Error("m_label_ZijinCost 为空,请检查prefab是否缺乏组件"); } m_label_ZugongCost = fastComponent.FastGetComponent <UILabel>("ZugongCost"); if (null == m_label_ZugongCost) { Engine.Utility.Log.Error("m_label_ZugongCost 为空,请检查prefab是否缺乏组件"); } m_btn_BtnCancel = fastComponent.FastGetComponent <UIButton>("BtnCancel"); if (null == m_btn_BtnCancel) { Engine.Utility.Log.Error("m_btn_BtnCancel 为空,请检查prefab是否缺乏组件"); } m_label_CancelTxt = fastComponent.FastGetComponent <UILabel>("CancelTxt"); if (null == m_label_CancelTxt) { Engine.Utility.Log.Error("m_label_CancelTxt 为空,请检查prefab是否缺乏组件"); } m_btn_BtnDeclareWar = fastComponent.FastGetComponent <UIButton>("BtnDeclareWar"); if (null == m_btn_BtnDeclareWar) { Engine.Utility.Log.Error("m_btn_BtnDeclareWar 为空,请检查prefab是否缺乏组件"); } m_label_ConfirmTxt = fastComponent.FastGetComponent <UILabel>("ConfirmTxt"); if (null == m_label_ConfirmTxt) { Engine.Utility.Log.Error("m_label_ConfirmTxt 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_btn_close = fastComponent.FastGetComponent <UIButton>("close"); if (null == m_btn_close) { Engine.Utility.Log.Error("m_btn_close 为空,请检查prefab是否缺乏组件"); } m_label_Mine_Name = fastComponent.FastGetComponent <UILabel>("Mine_Name"); if (null == m_label_Mine_Name) { Engine.Utility.Log.Error("m_label_Mine_Name 为空,请检查prefab是否缺乏组件"); } m_label_all_income = fastComponent.FastGetComponent <UILabel>("all_income"); if (null == m_label_all_income) { Engine.Utility.Log.Error("m_label_all_income 为空,请检查prefab是否缺乏组件"); } m_label_reward_time = fastComponent.FastGetComponent <UILabel>("reward_time"); if (null == m_label_reward_time) { Engine.Utility.Log.Error("m_label_reward_time 为空,请检查prefab是否缺乏组件"); } m__icon = fastComponent.FastGetComponent <UITexture>("icon"); if (null == m__icon) { Engine.Utility.Log.Error("m__icon 为空,请检查prefab是否缺乏组件"); } m_label_name = fastComponent.FastGetComponent <UILabel>("name"); if (null == m_label_name) { Engine.Utility.Log.Error("m_label_name 为空,请检查prefab是否缺乏组件"); } m_label_num = fastComponent.FastGetComponent <UILabel>("num"); if (null == m_label_num) { Engine.Utility.Log.Error("m_label_num 为空,请检查prefab是否缺乏组件"); } m_label_multiple = fastComponent.FastGetComponent <UILabel>("multiple"); if (null == m_label_multiple) { Engine.Utility.Log.Error("m_label_multiple 为空,请检查prefab是否缺乏组件"); } m_btn_btn_quxiao = fastComponent.FastGetComponent <UIButton>("btn_quxiao"); if (null == m_btn_btn_quxiao) { Engine.Utility.Log.Error("m_btn_btn_quxiao 为空,请检查prefab是否缺乏组件"); } m_btn_btn_queding = fastComponent.FastGetComponent <UIButton>("btn_queding"); if (null == m_btn_btn_queding) { Engine.Utility.Log.Error("m_btn_btn_queding 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_widget_Container = fastComponent.FastGetComponent <UIWidget>("Container"); if (null == m_widget_Container) { Engine.Utility.Log.Error("m_widget_Container 为空,请检查prefab是否缺乏组件"); } m_trans_LeftInfos = fastComponent.FastGetComponent <Transform>("LeftInfos"); if (null == m_trans_LeftInfos) { Engine.Utility.Log.Error("m_trans_LeftInfos 为空,请检查prefab是否缺乏组件"); } m_btn_return = fastComponent.FastGetComponent <UIButton>("return"); if (null == m_btn_return) { Engine.Utility.Log.Error("m_btn_return 为空,请检查prefab是否缺乏组件"); } m_trans_career_list = fastComponent.FastGetComponent <Transform>("career_list"); if (null == m_trans_career_list) { Engine.Utility.Log.Error("m_trans_career_list 为空,请检查prefab是否缺乏组件"); } m_trans_RightInfos = fastComponent.FastGetComponent <Transform>("RightInfos"); if (null == m_trans_RightInfos) { Engine.Utility.Log.Error("m_trans_RightInfos 为空,请检查prefab是否缺乏组件"); } m_widget_RightDesWiget = fastComponent.FastGetComponent <UIWidget>("RightDesWiget"); if (null == m_widget_RightDesWiget) { Engine.Utility.Log.Error("m_widget_RightDesWiget 为空,请检查prefab是否缺乏组件"); } m_input_input_name = fastComponent.FastGetComponent <UIInput>("input_name"); if (null == m_input_input_name) { Engine.Utility.Log.Error("m_input_input_name 为空,请检查prefab是否缺乏组件"); } m_btn_random_name = fastComponent.FastGetComponent <UIButton>("random_name"); if (null == m_btn_random_name) { Engine.Utility.Log.Error("m_btn_random_name 为空,请检查prefab是否缺乏组件"); } m_btn_create = fastComponent.FastGetComponent <UIButton>("create"); if (null == m_btn_create) { Engine.Utility.Log.Error("m_btn_create 为空,请检查prefab是否缺乏组件"); } m_trans_UICreateRoleGrid = fastComponent.FastGetComponent <Transform>("UICreateRoleGrid"); if (null == m_trans_UICreateRoleGrid) { Engine.Utility.Log.Error("m_trans_UICreateRoleGrid 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_sprite_bg = fastComponent.FastGetComponent <UISprite>("bg"); if (null == m_sprite_bg) { Engine.Utility.Log.Error("m_sprite_bg 为空,请检查prefab是否缺乏组件"); } m_label_name = fastComponent.FastGetComponent <UILabel>("name"); if (null == m_label_name) { Engine.Utility.Log.Error("m_label_name 为空,请检查prefab是否缺乏组件"); } m_label_result = fastComponent.FastGetComponent <UILabel>("result"); if (null == m_label_result) { Engine.Utility.Log.Error("m_label_result 为空,请检查prefab是否缺乏组件"); } m_label_CDNum = fastComponent.FastGetComponent <UILabel>("CDNum"); if (null == m_label_CDNum) { Engine.Utility.Log.Error("m_label_CDNum 为空,请检查prefab是否缺乏组件"); } m_label_ManaLabel = fastComponent.FastGetComponent <UILabel>("ManaLabel"); if (null == m_label_ManaLabel) { Engine.Utility.Log.Error("m_label_ManaLabel 为空,请检查prefab是否缺乏组件"); } m__iconspr = fastComponent.FastGetComponent <UITexture>("iconspr"); if (null == m__iconspr) { Engine.Utility.Log.Error("m__iconspr 为空,请检查prefab是否缺乏组件"); } m_label_level = fastComponent.FastGetComponent <UILabel>("level"); if (null == m_label_level) { Engine.Utility.Log.Error("m_label_level 为空,请检查prefab是否缺乏组件"); } m_label_skillstate = fastComponent.FastGetComponent <UILabel>("skillstate"); if (null == m_label_skillstate) { Engine.Utility.Log.Error("m_label_skillstate 为空,请检查prefab是否缺乏组件"); } m_label_attackdis = fastComponent.FastGetComponent <UILabel>("attackdis"); if (null == m_label_attackdis) { Engine.Utility.Log.Error("m_label_attackdis 为空,请检查prefab是否缺乏组件"); } m_btn_close = fastComponent.FastGetComponent <UIButton>("close"); if (null == m_btn_close) { Engine.Utility.Log.Error("m_btn_close 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_btn_btnclose = fastComponent.FastGetComponent <UIButton>("btnclose"); if (null == m_btn_btnclose) { Engine.Utility.Log.Error("m_btn_btnclose 为空,请检查prefab是否缺乏组件"); } m_label_title = fastComponent.FastGetComponent <UILabel>("title"); if (null == m_label_title) { Engine.Utility.Log.Error("m_label_title 为空,请检查prefab是否缺乏组件"); } m_sprite_icon = fastComponent.FastGetComponent <UISprite>("icon"); if (null == m_sprite_icon) { Engine.Utility.Log.Error("m_sprite_icon 为空,请检查prefab是否缺乏组件"); } m_label_desc = fastComponent.FastGetComponent <UILabel>("desc"); if (null == m_label_desc) { Engine.Utility.Log.Error("m_label_desc 为空,请检查prefab是否缺乏组件"); } m_trans_item = fastComponent.FastGetComponent <Transform>("item"); if (null == m_trans_item) { Engine.Utility.Log.Error("m_trans_item 为空,请检查prefab是否缺乏组件"); } m_label_conditiondesc = fastComponent.FastGetComponent <UILabel>("conditiondesc"); if (null == m_label_conditiondesc) { Engine.Utility.Log.Error("m_label_conditiondesc 为空,请检查prefab是否缺乏组件"); } m_spriteEx_btnget = fastComponent.FastGetComponent <UISpriteEx>("btnget"); if (null == m_spriteEx_btnget) { Engine.Utility.Log.Error("m_spriteEx_btnget 为空,请检查prefab是否缺乏组件"); } m_label_btnLabel = fastComponent.FastGetComponent <UILabel>("btnLabel"); if (null == m_label_btnLabel) { Engine.Utility.Log.Error("m_label_btnLabel 为空,请检查prefab是否缺乏组件"); } m_trans_UIItemRewardGrid = fastComponent.FastGetComponent <Transform>("UIItemRewardGrid"); if (null == m_trans_UIItemRewardGrid) { Engine.Utility.Log.Error("m_trans_UIItemRewardGrid 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_label_tipssuitname = fastComponent.FastGetComponent <UILabel>("tipssuitname"); if (null == m_label_tipssuitname) { Engine.Utility.Log.Error("m_label_tipssuitname 为空,请检查prefab是否缺乏组件"); } m_label_tipsdes = fastComponent.FastGetComponent <UILabel>("tipsdes"); if (null == m_label_tipsdes) { Engine.Utility.Log.Error("m_label_tipsdes 为空,请检查prefab是否缺乏组件"); } m_trans_AttrRoot = fastComponent.FastGetComponent <Transform>("AttrRoot"); if (null == m_trans_AttrRoot) { Engine.Utility.Log.Error("m_trans_AttrRoot 为空,请检查prefab是否缺乏组件"); } m_trans_getwaycontent = fastComponent.FastGetComponent <Transform>("getwaycontent"); if (null == m_trans_getwaycontent) { Engine.Utility.Log.Error("m_trans_getwaycontent 为空,请检查prefab是否缺乏组件"); } m_label_getwaydes = fastComponent.FastGetComponent <UILabel>("getwaydes"); if (null == m_label_getwaydes) { Engine.Utility.Log.Error("m_label_getwaydes 为空,请检查prefab是否缺乏组件"); } m_btn_Equip = fastComponent.FastGetComponent <UIButton>("Equip"); if (null == m_btn_Equip) { Engine.Utility.Log.Error("m_btn_Equip 为空,请检查prefab是否缺乏组件"); } m_btn_AddTime = fastComponent.FastGetComponent <UIButton>("AddTime"); if (null == m_btn_AddTime) { Engine.Utility.Log.Error("m_btn_AddTime 为空,请检查prefab是否缺乏组件"); } m_btn_buy = fastComponent.FastGetComponent <UIButton>("buy"); if (null == m_btn_buy) { Engine.Utility.Log.Error("m_btn_buy 为空,请检查prefab是否缺乏组件"); } m_btn_unload = fastComponent.FastGetComponent <UIButton>("unload"); if (null == m_btn_unload) { Engine.Utility.Log.Error("m_btn_unload 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_label_name = fastComponent.FastGetComponent <UILabel>("name"); if (null == m_label_name) { Engine.Utility.Log.Error("m_label_name 为空,请检查prefab是否缺乏组件"); } m_btn_close = fastComponent.FastGetComponent <UIButton>("close"); if (null == m_btn_close) { Engine.Utility.Log.Error("m_btn_close 为空,请检查prefab是否缺乏组件"); } m_ctor_ScrollView = fastComponent.FastGetComponent <UIGridCreatorBase>("ScrollView"); if (null == m_ctor_ScrollView) { Engine.Utility.Log.Error("m_ctor_ScrollView 为空,请检查prefab是否缺乏组件"); } m_ctor_Right = fastComponent.FastGetComponent <UIGridCreatorBase>("Right"); if (null == m_ctor_Right) { Engine.Utility.Log.Error("m_ctor_Right 为空,请检查prefab是否缺乏组件"); } m_trans_DeliverGrid = fastComponent.FastGetComponent <Transform>("DeliverGrid"); if (null == m_trans_DeliverGrid) { Engine.Utility.Log.Error("m_trans_DeliverGrid 为空,请检查prefab是否缺乏组件"); } m_sprite_Icon = fastComponent.FastGetComponent <UISprite>("Icon"); if (null == m_sprite_Icon) { Engine.Utility.Log.Error("m_sprite_Icon 为空,请检查prefab是否缺乏组件"); } m_label_Cost_label = fastComponent.FastGetComponent <UILabel>("Cost_label"); if (null == m_label_Cost_label) { Engine.Utility.Log.Error("m_label_Cost_label 为空,请检查prefab是否缺乏组件"); } m_sprite_Chose = fastComponent.FastGetComponent <UISprite>("Chose"); if (null == m_sprite_Chose) { Engine.Utility.Log.Error("m_sprite_Chose 为空,请检查prefab是否缺乏组件"); } m_trans_TabGrid = fastComponent.FastGetComponent <Transform>("TabGrid"); if (null == m_trans_TabGrid) { Engine.Utility.Log.Error("m_trans_TabGrid 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_trans_Content = fastComponent.FastGetComponent <Transform>("Content"); if (null == m_trans_Content) { Engine.Utility.Log.Error("m_trans_Content 为空,请检查prefab是否缺乏组件"); } m_btn_RefreshBtn = fastComponent.FastGetComponent <UIButton>("RefreshBtn"); if (null == m_btn_RefreshBtn) { Engine.Utility.Log.Error("m_btn_RefreshBtn 为空,请检查prefab是否缺乏组件"); } m_label_RefreshTimeCountDown = fastComponent.FastGetComponent <UILabel>("RefreshTimeCountDown"); if (null == m_label_RefreshTimeCountDown) { Engine.Utility.Log.Error("m_label_RefreshTimeCountDown 为空,请检查prefab是否缺乏组件"); } m_trans_LeftCurrencyContent = fastComponent.FastGetComponent <Transform>("LeftCurrencyContent"); if (null == m_trans_LeftCurrencyContent) { Engine.Utility.Log.Error("m_trans_LeftCurrencyContent 为空,请检查prefab是否缺乏组件"); } m_sprite_CurrncyIcon = fastComponent.FastGetComponent <UISprite>("CurrncyIcon"); if (null == m_sprite_CurrncyIcon) { Engine.Utility.Log.Error("m_sprite_CurrncyIcon 为空,请检查prefab是否缺乏组件"); } m_label_CurrncyNum = fastComponent.FastGetComponent <UILabel>("CurrncyNum"); if (null == m_label_CurrncyNum) { Engine.Utility.Log.Error("m_label_CurrncyNum 为空,请检查prefab是否缺乏组件"); } m_bgv_BlockScorllView = fastComponent.FastGetComponent <BlockGridScrollView>("BlockScorllView"); if (null == m_bgv_BlockScorllView) { Engine.Utility.Log.Error("m_bgv_BlockScorllView 为空,请检查prefab是否缺乏组件"); } m_trans_UIBlackMarketGrid = fastComponent.FastGetComponent <Transform>("UIBlackMarketGrid"); if (null == m_trans_UIBlackMarketGrid) { Engine.Utility.Log.Error("m_trans_UIBlackMarketGrid 为空,请检查prefab是否缺乏组件"); } m_trans_UIBlockIndexGrid = fastComponent.FastGetComponent <Transform>("UIBlockIndexGrid"); if (null == m_trans_UIBlockIndexGrid) { Engine.Utility.Log.Error("m_trans_UIBlockIndexGrid 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_trans_Content = fastComponent.FastGetComponent <Transform>("Content"); if (null == m_trans_Content) { Engine.Utility.Log.Error("m_trans_Content 为空,请检查prefab是否缺乏组件"); } m_trans_UnconstrainRoot = fastComponent.FastGetComponent <Transform>("UnconstrainRoot"); if (null == m_trans_UnconstrainRoot) { Engine.Utility.Log.Error("m_trans_UnconstrainRoot 为空,请检查prefab是否缺乏组件"); } m_trans_UIUnconstraintGrid = fastComponent.FastGetComponent <Transform>("UIUnconstraintGrid"); if (null == m_trans_UIUnconstraintGrid) { Engine.Utility.Log.Error("m_trans_UIUnconstraintGrid 为空,请检查prefab是否缺乏组件"); } m_trans_UnconstrainPointBox = fastComponent.FastGetComponent <Transform>("UnconstrainPointBox"); if (null == m_trans_UnconstrainPointBox) { Engine.Utility.Log.Error("m_trans_UnconstrainPointBox 为空,请检查prefab是否缺乏组件"); } m_trans_UnArrowContent = fastComponent.FastGetComponent <Transform>("UnArrowContent"); if (null == m_trans_UnArrowContent) { Engine.Utility.Log.Error("m_trans_UnArrowContent 为空,请检查prefab是否缺乏组件"); } m_trans_PBLeftContent = fastComponent.FastGetComponent <Transform>("PBLeftContent"); if (null == m_trans_PBLeftContent) { Engine.Utility.Log.Error("m_trans_PBLeftContent 为空,请检查prefab是否缺乏组件"); } m_label_UnGuideContentLeft = fastComponent.FastGetComponent <UILabel>("UnGuideContentLeft"); if (null == m_label_UnGuideContentLeft) { Engine.Utility.Log.Error("m_label_UnGuideContentLeft 为空,请检查prefab是否缺乏组件"); } m_trans_PBRightContent = fastComponent.FastGetComponent <Transform>("PBRightContent"); if (null == m_trans_PBRightContent) { Engine.Utility.Log.Error("m_trans_PBRightContent 为空,请检查prefab是否缺乏组件"); } m_label_UnGuideContentRight = fastComponent.FastGetComponent <UILabel>("UnGuideContentRight"); if (null == m_label_UnGuideContentRight) { Engine.Utility.Log.Error("m_label_UnGuideContentRight 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_btn_diuqi_close = fastComponent.FastGetComponent <UIButton>("diuqi_close"); if (null == m_btn_diuqi_close) { Engine.Utility.Log.Error("m_btn_diuqi_close 为空,请检查prefab是否缺乏组件"); } m_label_name = fastComponent.FastGetComponent <UILabel>("name"); if (null == m_label_name) { Engine.Utility.Log.Error("m_label_name 为空,请检查prefab是否缺乏组件"); } m__Icon = fastComponent.FastGetComponent <UITexture>("Icon"); if (null == m__Icon) { Engine.Utility.Log.Error("m__Icon 为空,请检查prefab是否缺乏组件"); } m_label_diuqi_petshowname = fastComponent.FastGetComponent <UILabel>("diuqi_petshowname"); if (null == m_label_diuqi_petshowname) { Engine.Utility.Log.Error("m_label_diuqi_petshowname 为空,请检查prefab是否缺乏组件"); } m_label_Level = fastComponent.FastGetComponent <UILabel>("Level"); if (null == m_label_Level) { Engine.Utility.Log.Error("m_label_Level 为空,请检查prefab是否缺乏组件"); } m_label_life = fastComponent.FastGetComponent <UILabel>("life"); if (null == m_label_life) { Engine.Utility.Log.Error("m_label_life 为空,请检查prefab是否缺乏组件"); } m_label_costlife = fastComponent.FastGetComponent <UILabel>("costlife"); if (null == m_label_costlife) { Engine.Utility.Log.Error("m_label_costlife 为空,请检查prefab是否缺乏组件"); } m_btn_tanchuang_quxiao = fastComponent.FastGetComponent <UIButton>("tanchuang_quxiao"); if (null == m_btn_tanchuang_quxiao) { Engine.Utility.Log.Error("m_btn_tanchuang_quxiao 为空,请检查prefab是否缺乏组件"); } m_btn_tanchuang_diuqi = fastComponent.FastGetComponent <UIButton>("tanchuang_diuqi"); if (null == m_btn_tanchuang_diuqi) { Engine.Utility.Log.Error("m_btn_tanchuang_diuqi 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_trans_CityWarPanel = fastComponent.FastGetComponent <Transform>("CityWarPanel"); if (null == m_trans_CityWarPanel) { Engine.Utility.Log.Error("m_trans_CityWarPanel 为空,请检查prefab是否缺乏组件"); } m_btn_unlock_close = fastComponent.FastGetComponent <UIButton>("unlock_close"); if (null == m_btn_unlock_close) { Engine.Utility.Log.Error("m_btn_unlock_close 为空,请检查prefab是否缺乏组件"); } m_label_unlock_name = fastComponent.FastGetComponent <UILabel>("unlock_name"); if (null == m_label_unlock_name) { Engine.Utility.Log.Error("m_label_unlock_name 为空,请检查prefab是否缺乏组件"); } m_trans_WarInfoScrollView = fastComponent.FastGetComponent <Transform>("WarInfoScrollView"); if (null == m_trans_WarInfoScrollView) { Engine.Utility.Log.Error("m_trans_WarInfoScrollView 为空,请检查prefab是否缺乏组件"); } m_trans_TotemScrollView = fastComponent.FastGetComponent <Transform>("TotemScrollView"); if (null == m_trans_TotemScrollView) { Engine.Utility.Log.Error("m_trans_TotemScrollView 为空,请检查prefab是否缺乏组件"); } m_label_MyKill = fastComponent.FastGetComponent <UILabel>("MyKill"); if (null == m_label_MyKill) { Engine.Utility.Log.Error("m_label_MyKill 为空,请检查prefab是否缺乏组件"); } m_label_num = fastComponent.FastGetComponent <UILabel>("num"); if (null == m_label_num) { Engine.Utility.Log.Error("m_label_num 为空,请检查prefab是否缺乏组件"); } m_btn_ExitBtn = fastComponent.FastGetComponent <UIButton>("ExitBtn"); if (null == m_btn_ExitBtn) { Engine.Utility.Log.Error("m_btn_ExitBtn 为空,请检查prefab是否缺乏组件"); } m_label_ExitBtnLabel = fastComponent.FastGetComponent <UILabel>("ExitBtnLabel"); if (null == m_label_ExitBtnLabel) { Engine.Utility.Log.Error("m_label_ExitBtnLabel 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_sprite_autoskillitem = fastComponent.FastGetComponent <UISprite>("autoskillitem"); if (null == m_sprite_autoskillitem) { Engine.Utility.Log.Error("m_sprite_autoskillitem 为空,请检查prefab是否缺乏组件"); } m_sprite_choosemark = fastComponent.FastGetComponent <UISprite>("choosemark"); if (null == m_sprite_choosemark) { Engine.Utility.Log.Error("m_sprite_choosemark 为空,请检查prefab是否缺乏组件"); } m_sprite_btn_Close = fastComponent.FastGetComponent <UISprite>("btn_Close"); if (null == m_sprite_btn_Close) { Engine.Utility.Log.Error("m_sprite_btn_Close 为空,请检查prefab是否缺乏组件"); } m_btn_btn_right = fastComponent.FastGetComponent <UIButton>("btn_right"); if (null == m_btn_btn_right) { Engine.Utility.Log.Error("m_btn_btn_right 为空,请检查prefab是否缺乏组件"); } m_trans_currency = fastComponent.FastGetComponent <Transform>("currency"); if (null == m_trans_currency) { Engine.Utility.Log.Error("m_trans_currency 为空,请检查prefab是否缺乏组件"); } m_trans_state_1 = fastComponent.FastGetComponent <Transform>("state_1"); if (null == m_trans_state_1) { Engine.Utility.Log.Error("m_trans_state_1 为空,请检查prefab是否缺乏组件"); } m_label_StateOneLabel = fastComponent.FastGetComponent <UILabel>("StateOneLabel"); if (null == m_label_StateOneLabel) { Engine.Utility.Log.Error("m_label_StateOneLabel 为空,请检查prefab是否缺乏组件"); } m_trans_state_2 = fastComponent.FastGetComponent <Transform>("state_2"); if (null == m_trans_state_2) { Engine.Utility.Log.Error("m_trans_state_2 为空,请检查prefab是否缺乏组件"); } m_label_StateTwoLabel = fastComponent.FastGetComponent <UILabel>("StateTwoLabel"); if (null == m_label_StateTwoLabel) { Engine.Utility.Log.Error("m_label_StateTwoLabel 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_slider_SkillProgressBar = fastComponent.FastGetComponent <UISlider>("SkillProgressBar"); if (null == m_slider_SkillProgressBar) { Engine.Utility.Log.Error("m_slider_SkillProgressBar 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_widget_RoleStateBarRoot = fastComponent.FastGetComponent <UIWidget>("RoleStateBarRoot"); if (null == m_widget_RoleStateBarRoot) { Engine.Utility.Log.Error("m_widget_RoleStateBarRoot 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_label_CD = fastComponent.FastGetComponent <UILabel>("CD"); if (null == m_label_CD) { Engine.Utility.Log.Error("m_label_CD 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_widget_myhome = fastComponent.FastGetComponent <UIWidget>("myhome"); if (null == m_widget_myhome) { Engine.Utility.Log.Error("m_widget_myhome 为空,请检查prefab是否缺乏组件"); } m_btn_btn_leavehome = fastComponent.FastGetComponent <UIButton>("btn_leavehome"); if (null == m_btn_btn_leavehome) { Engine.Utility.Log.Error("m_btn_btn_leavehome 为空,请检查prefab是否缺乏组件"); } m_btn_btn_gain = fastComponent.FastGetComponent <UIButton>("btn_gain"); if (null == m_btn_btn_gain) { Engine.Utility.Log.Error("m_btn_btn_gain 为空,请检查prefab是否缺乏组件"); } m_btn_btn_gainall = fastComponent.FastGetComponent <UIButton>("btn_gainall"); if (null == m_btn_btn_gainall) { Engine.Utility.Log.Error("m_btn_btn_gainall 为空,请检查prefab是否缺乏组件"); } m_btn_btn_tree = fastComponent.FastGetComponent <UIButton>("btn_tree"); if (null == m_btn_btn_tree) { Engine.Utility.Log.Error("m_btn_btn_tree 为空,请检查prefab是否缺乏组件"); } m_btn_btn_trade = fastComponent.FastGetComponent <UIButton>("btn_trade"); if (null == m_btn_btn_trade) { Engine.Utility.Log.Error("m_btn_btn_trade 为空,请检查prefab是否缺乏组件"); } m_widget_theirhome = fastComponent.FastGetComponent <UIWidget>("theirhome"); if (null == m_widget_theirhome) { Engine.Utility.Log.Error("m_widget_theirhome 为空,请检查prefab是否缺乏组件"); } m_btn_btn_returnhome = fastComponent.FastGetComponent <UIButton>("btn_returnhome"); if (null == m_btn_btn_returnhome) { Engine.Utility.Log.Error("m_btn_btn_returnhome 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_btn_btn_close = fastComponent.FastGetComponent <UIButton>("btn_close"); if (null == m_btn_btn_close) { Engine.Utility.Log.Error("m_btn_btn_close 为空,请检查prefab是否缺乏组件"); } m_label_TitleLabel = fastComponent.FastGetComponent <UILabel>("TitleLabel"); if (null == m_label_TitleLabel) { Engine.Utility.Log.Error("m_label_TitleLabel 为空,请检查prefab是否缺乏组件"); } m_btn_friend = fastComponent.FastGetComponent <UIButton>("friend"); if (null == m_btn_friend) { Engine.Utility.Log.Error("m_btn_friend 为空,请检查prefab是否缺乏组件"); } m_btn_clan = fastComponent.FastGetComponent <UIButton>("clan"); if (null == m_btn_clan) { Engine.Utility.Log.Error("m_btn_clan 为空,请检查prefab是否缺乏组件"); } m_btn_near = fastComponent.FastGetComponent <UIButton>("near"); if (null == m_btn_near) { Engine.Utility.Log.Error("m_btn_near 为空,请检查prefab是否缺乏组件"); } m_trans_scrollView = fastComponent.FastGetComponent <Transform>("scrollView"); if (null == m_trans_scrollView) { Engine.Utility.Log.Error("m_trans_scrollView 为空,请检查prefab是否缺乏组件"); } m_trans_GridRoot = fastComponent.FastGetComponent <Transform>("GridRoot"); if (null == m_trans_GridRoot) { Engine.Utility.Log.Error("m_trans_GridRoot 为空,请检查prefab是否缺乏组件"); } m_sprite_UITeamInviteGrid = fastComponent.FastGetComponent <UISprite>("UITeamInviteGrid"); if (null == m_sprite_UITeamInviteGrid) { Engine.Utility.Log.Error("m_sprite_UITeamInviteGrid 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_btn_btn_close = fastComponent.FastGetComponent <UIButton>("btn_close"); if (null == m_btn_btn_close) { Engine.Utility.Log.Error("m_btn_btn_close 为空,请检查prefab是否缺乏组件"); } m_label_TitleLabel = fastComponent.FastGetComponent <UILabel>("TitleLabel"); if (null == m_label_TitleLabel) { Engine.Utility.Log.Error("m_label_TitleLabel 为空,请检查prefab是否缺乏组件"); } m_input_input = fastComponent.FastGetComponent <UIInput>("input"); if (null == m_input_input) { Engine.Utility.Log.Error("m_input_input 为空,请检查prefab是否缺乏组件"); } m_label_wordnumber = fastComponent.FastGetComponent <UILabel>("wordnumber"); if (null == m_label_wordnumber) { Engine.Utility.Log.Error("m_label_wordnumber 为空,请检查prefab是否缺乏组件"); } m_trans_selectBtns = fastComponent.FastGetComponent <Transform>("selectBtns"); if (null == m_trans_selectBtns) { Engine.Utility.Log.Error("m_trans_selectBtns 为空,请检查prefab是否缺乏组件"); } m_btn_btn_send = fastComponent.FastGetComponent <UIButton>("btn_send"); if (null == m_btn_btn_send) { Engine.Utility.Log.Error("m_btn_btn_send 为空,请检查prefab是否缺乏组件"); } m_btn_btn_emoji = fastComponent.FastGetComponent <UIButton>("btn_emoji"); if (null == m_btn_btn_emoji) { Engine.Utility.Log.Error("m_btn_btn_emoji 为空,请检查prefab是否缺乏组件"); } m_btn_btn_joke = fastComponent.FastGetComponent <UIButton>("btn_joke"); if (null == m_btn_btn_joke) { Engine.Utility.Log.Error("m_btn_btn_joke 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_trans_Content = fastComponent.FastGetComponent <Transform>("Content"); if (null == m_trans_Content) { Engine.Utility.Log.Error("m_trans_Content 为空,请检查prefab是否缺乏组件"); } m_btn_close = fastComponent.FastGetComponent <UIButton>("close"); if (null == m_btn_close) { Engine.Utility.Log.Error("m_btn_close 为空,请检查prefab是否缺乏组件"); } m_label_name = fastComponent.FastGetComponent <UILabel>("name"); if (null == m_label_name) { Engine.Utility.Log.Error("m_label_name 为空,请检查prefab是否缺乏组件"); } m_trans_ToggleContent = fastComponent.FastGetComponent <Transform>("ToggleContent"); if (null == m_trans_ToggleContent) { Engine.Utility.Log.Error("m_trans_ToggleContent 为空,请检查prefab是否缺乏组件"); } m_ctor_SearchScrollView = fastComponent.FastGetComponent <UIGridCreatorBase>("SearchScrollView"); if (null == m_ctor_SearchScrollView) { Engine.Utility.Log.Error("m_ctor_SearchScrollView 为空,请检查prefab是否缺乏组件"); } m_input_Input = fastComponent.FastGetComponent <UIInput>("Input"); if (null == m_input_Input) { Engine.Utility.Log.Error("m_input_Input 为空,请检查prefab是否缺乏组件"); } m_btn_BtnSearch = fastComponent.FastGetComponent <UIButton>("BtnSearch"); if (null == m_btn_BtnSearch) { Engine.Utility.Log.Error("m_btn_BtnSearch 为空,请检查prefab是否缺乏组件"); } m_ctor_HistoryScrollView = fastComponent.FastGetComponent <UIGridCreatorBase>("HistoryScrollView"); if (null == m_ctor_HistoryScrollView) { Engine.Utility.Log.Error("m_ctor_HistoryScrollView 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_btn_close = fastComponent.FastGetComponent <UIButton>("close"); if (null == m_btn_close) { Engine.Utility.Log.Error("m_btn_close 为空,请检查prefab是否缺乏组件"); } m_trans_labelRoot = fastComponent.FastGetComponent <Transform>("labelRoot"); if (null == m_trans_labelRoot) { Engine.Utility.Log.Error("m_trans_labelRoot 为空,请检查prefab是否缺乏组件"); } m__backGround = fastComponent.FastGetComponent <UITexture>("backGround"); if (null == m__backGround) { Engine.Utility.Log.Error("m__backGround 为空,请检查prefab是否缺乏组件"); } m_btn_preview_btn = fastComponent.FastGetComponent <UIButton>("preview_btn"); if (null == m_btn_preview_btn) { Engine.Utility.Log.Error("m_btn_preview_btn 为空,请检查prefab是否缺乏组件"); } m_trans_rewardRoot = fastComponent.FastGetComponent <Transform>("rewardRoot"); if (null == m_trans_rewardRoot) { Engine.Utility.Log.Error("m_trans_rewardRoot 为空,请检查prefab是否缺乏组件"); } m_btn_FinalRewardBtn = fastComponent.FastGetComponent <UIButton>("FinalRewardBtn"); if (null == m_btn_FinalRewardBtn) { Engine.Utility.Log.Error("m_btn_FinalRewardBtn 为空,请检查prefab是否缺乏组件"); } m__Model = fastComponent.FastGetComponent <UITexture>("Model"); if (null == m__Model) { Engine.Utility.Log.Error("m__Model 为空,请检查prefab是否缺乏组件"); } m_trans_UIItemRewardGrid = fastComponent.FastGetComponent <Transform>("UIItemRewardGrid"); if (null == m_trans_UIItemRewardGrid) { Engine.Utility.Log.Error("m_trans_UIItemRewardGrid 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_btn_close = fastComponent.FastGetComponent <UIButton>("close"); if (null == m_btn_close) { Engine.Utility.Log.Error("m_btn_close 为空,请检查prefab是否缺乏组件"); } m_widget_RideMessage = fastComponent.FastGetComponent <UIWidget>("RideMessage"); if (null == m_widget_RideMessage) { Engine.Utility.Log.Error("m_widget_RideMessage 为空,请检查prefab是否缺乏组件"); } m__RideModel = fastComponent.FastGetComponent <UITexture>("RideModel"); if (null == m__RideModel) { Engine.Utility.Log.Error("m__RideModel 为空,请检查prefab是否缺乏组件"); } m_label_speed = fastComponent.FastGetComponent <UILabel>("speed"); if (null == m_label_speed) { Engine.Utility.Log.Error("m_label_speed 为空,请检查prefab是否缺乏组件"); } m_label_rarity = fastComponent.FastGetComponent <UILabel>("rarity"); if (null == m_label_rarity) { Engine.Utility.Log.Error("m_label_rarity 为空,请检查prefab是否缺乏组件"); } m_label_showname = fastComponent.FastGetComponent <UILabel>("showname"); if (null == m_label_showname) { Engine.Utility.Log.Error("m_label_showname 为空,请检查prefab是否缺乏组件"); } m_label_getway = fastComponent.FastGetComponent <UILabel>("getway"); if (null == m_label_getway) { Engine.Utility.Log.Error("m_label_getway 为空,请检查prefab是否缺乏组件"); } m_widget_noclick = fastComponent.FastGetComponent <UIWidget>("noclick"); if (null == m_widget_noclick) { Engine.Utility.Log.Error("m_widget_noclick 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_btn_btn_Close = fastComponent.FastGetComponent <UIButton>("btn_Close"); if (null == m_btn_btn_Close) { Engine.Utility.Log.Error("m_btn_btn_Close 为空,请检查prefab是否缺乏组件"); } m_btn_btn_right = fastComponent.FastGetComponent <UIButton>("btn_right"); if (null == m_btn_btn_right) { Engine.Utility.Log.Error("m_btn_btn_right 为空,请检查prefab是否缺乏组件"); } m_btn_btn_left = fastComponent.FastGetComponent <UIButton>("btn_left"); if (null == m_btn_btn_left) { Engine.Utility.Log.Error("m_btn_btn_left 为空,请检查prefab是否缺乏组件"); } m_label_DesLbl = fastComponent.FastGetComponent <UILabel>("DesLbl"); if (null == m_label_DesLbl) { Engine.Utility.Log.Error("m_label_DesLbl 为空,请检查prefab是否缺乏组件"); } m_input_Input = fastComponent.FastGetComponent <UIInput>("Input"); if (null == m_input_Input) { Engine.Utility.Log.Error("m_input_Input 为空,请检查prefab是否缺乏组件"); } m_label_ItemName = fastComponent.FastGetComponent <UILabel>("ItemName"); if (null == m_label_ItemName) { Engine.Utility.Log.Error("m_label_ItemName 为空,请检查prefab是否缺乏组件"); } m_label_ItemCount = fastComponent.FastGetComponent <UILabel>("ItemCount"); if (null == m_label_ItemCount) { Engine.Utility.Log.Error("m_label_ItemCount 为空,请检查prefab是否缺乏组件"); } m_trans_ItemGridRoot = fastComponent.FastGetComponent <Transform>("ItemGridRoot"); if (null == m_trans_ItemGridRoot) { Engine.Utility.Log.Error("m_trans_ItemGridRoot 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_trans_ResultContent = fastComponent.FastGetComponent <Transform>("ResultContent"); if (null == m_trans_ResultContent) { Engine.Utility.Log.Error("m_trans_ResultContent 为空,请检查prefab是否缺乏组件"); } m_sprite_resultBg = fastComponent.FastGetComponent <UISprite>("resultBg"); if (null == m_sprite_resultBg) { Engine.Utility.Log.Error("m_sprite_resultBg 为空,请检查prefab是否缺乏组件"); } m_btn_resultBgCenter = fastComponent.FastGetComponent <UIButton>("resultBgCenter"); if (null == m_btn_resultBgCenter) { Engine.Utility.Log.Error("m_btn_resultBgCenter 为空,请检查prefab是否缺乏组件"); } m_sprite_win = fastComponent.FastGetComponent <UISprite>("win"); if (null == m_sprite_win) { Engine.Utility.Log.Error("m_sprite_win 为空,请检查prefab是否缺乏组件"); } m_trans_effectRoot = fastComponent.FastGetComponent <Transform>("effectRoot"); if (null == m_trans_effectRoot) { Engine.Utility.Log.Error("m_trans_effectRoot 为空,请检查prefab是否缺乏组件"); } m_sprite_itemIcon = fastComponent.FastGetComponent <UISprite>("itemIcon"); if (null == m_sprite_itemIcon) { Engine.Utility.Log.Error("m_sprite_itemIcon 为空,请检查prefab是否缺乏组件"); } m_label_itemCount = fastComponent.FastGetComponent <UILabel>("itemCount"); if (null == m_label_itemCount) { Engine.Utility.Log.Error("m_label_itemCount 为空,请检查prefab是否缺乏组件"); } m_label_right_Label = fastComponent.FastGetComponent <UILabel>("right_Label"); if (null == m_label_right_Label) { Engine.Utility.Log.Error("m_label_right_Label 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_sprite_bg = fastComponent.FastGetComponent <UISprite>("bg"); if (null == m_sprite_bg) { Engine.Utility.Log.Error("m_sprite_bg 为空,请检查prefab是否缺乏组件"); } m_trans_win = fastComponent.FastGetComponent <Transform>("win"); if (null == m_trans_win) { Engine.Utility.Log.Error("m_trans_win 为空,请检查prefab是否缺乏组件"); } m_trans_defeat = fastComponent.FastGetComponent <Transform>("defeat"); if (null == m_trans_defeat) { Engine.Utility.Log.Error("m_trans_defeat 为空,请检查prefab是否缺乏组件"); } m_label_Rank_Change = fastComponent.FastGetComponent <UILabel>("Rank_Change"); if (null == m_label_Rank_Change) { Engine.Utility.Log.Error("m_label_Rank_Change 为空,请检查prefab是否缺乏组件"); } m_sprite_add = fastComponent.FastGetComponent <UISprite>("add"); if (null == m_sprite_add) { Engine.Utility.Log.Error("m_sprite_add 为空,请检查prefab是否缺乏组件"); } m_sprite_less = fastComponent.FastGetComponent <UISprite>("less"); if (null == m_sprite_less) { Engine.Utility.Log.Error("m_sprite_less 为空,请检查prefab是否缺乏组件"); } m_label_integral = fastComponent.FastGetComponent <UILabel>("integral"); if (null == m_label_integral) { Engine.Utility.Log.Error("m_label_integral 为空,请检查prefab是否缺乏组件"); } m_label_close_time = fastComponent.FastGetComponent <UILabel>("close_time"); if (null == m_label_close_time) { Engine.Utility.Log.Error("m_label_close_time 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_widget_close = fastComponent.FastGetComponent <UIWidget>("close"); if (null == m_widget_close) { Engine.Utility.Log.Error("m_widget_close 为空,请检查prefab是否缺乏组件"); } m_trans_content = fastComponent.FastGetComponent <Transform>("content"); if (null == m_trans_content) { Engine.Utility.Log.Error("m_trans_content 为空,请检查prefab是否缺乏组件"); } m_sprite_bg = fastComponent.FastGetComponent <UISprite>("bg"); if (null == m_sprite_bg) { Engine.Utility.Log.Error("m_sprite_bg 为空,请检查prefab是否缺乏组件"); } m_btn_btn_sendmessage = fastComponent.FastGetComponent <UIButton>("btn_sendmessage"); if (null == m_btn_btn_sendmessage) { Engine.Utility.Log.Error("m_btn_btn_sendmessage 为空,请检查prefab是否缺乏组件"); } m_btn_btn_lookmessage = fastComponent.FastGetComponent <UIButton>("btn_lookmessage"); if (null == m_btn_btn_lookmessage) { Engine.Utility.Log.Error("m_btn_btn_lookmessage 为空,请检查prefab是否缺乏组件"); } m_btn_btn_addfriend = fastComponent.FastGetComponent <UIButton>("btn_addfriend"); if (null == m_btn_btn_addfriend) { Engine.Utility.Log.Error("m_btn_btn_addfriend 为空,请检查prefab是否缺乏组件"); } m_btn_btn_giveleader = fastComponent.FastGetComponent <UIButton>("btn_giveleader"); if (null == m_btn_btn_giveleader) { Engine.Utility.Log.Error("m_btn_btn_giveleader 为空,请检查prefab是否缺乏组件"); } m_btn_btn_kickedoutteam = fastComponent.FastGetComponent <UIButton>("btn_kickedoutteam"); if (null == m_btn_btn_kickedoutteam) { Engine.Utility.Log.Error("m_btn_btn_kickedoutteam 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_trans_down = fastComponent.FastGetComponent <Transform>("down"); if (null == m_trans_down) { Engine.Utility.Log.Error("m_trans_down 为空,请检查prefab是否缺乏组件"); } m_label_frequency_Plot = fastComponent.FastGetComponent <UILabel>("frequency_Plot"); if (null == m_label_frequency_Plot) { Engine.Utility.Log.Error("m_label_frequency_Plot 为空,请检查prefab是否缺乏组件"); } m_label_frequency_label = fastComponent.FastGetComponent <UILabel>("frequency_label"); if (null == m_label_frequency_label) { Engine.Utility.Log.Error("m_label_frequency_label 为空,请检查prefab是否缺乏组件"); } m_scrollview_FbScrollView = fastComponent.FastGetComponent <UIScrollView>("FbScrollView"); if (null == m_scrollview_FbScrollView) { Engine.Utility.Log.Error("m_scrollview_FbScrollView 为空,请检查prefab是否缺乏组件"); } m_grid_FbGrid = fastComponent.FastGetComponent <UIGrid>("FbGrid"); if (null == m_grid_FbGrid) { Engine.Utility.Log.Error("m_grid_FbGrid 为空,请检查prefab是否缺乏组件"); } m_widget_FBCard = fastComponent.FastGetComponent <UIWidget>("FBCard"); if (null == m_widget_FBCard) { Engine.Utility.Log.Error("m_widget_FBCard 为空,请检查prefab是否缺乏组件"); } m_trans_Temp = fastComponent.FastGetComponent <Transform>("Temp"); if (null == m_trans_Temp) { Engine.Utility.Log.Error("m_trans_Temp 为空,请检查prefab是否缺乏组件"); } m_btn_EquipRechange = fastComponent.FastGetComponent <UIButton>("EquipRechange"); if (null == m_btn_EquipRechange) { Engine.Utility.Log.Error("m_btn_EquipRechange 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_ctor_ItemGridScrollView = fastComponent.FastGetComponent <UIGridCreatorBase>("ItemGridScrollView"); if (null == m_ctor_ItemGridScrollView) { Engine.Utility.Log.Error("m_ctor_ItemGridScrollView 为空,请检查prefab是否缺乏组件"); } m_label_EarningTime = fastComponent.FastGetComponent <UILabel>("EarningTime"); if (null == m_label_EarningTime) { Engine.Utility.Log.Error("m_label_EarningTime 为空,请检查prefab是否缺乏组件"); } m_label_EXpEarning = fastComponent.FastGetComponent <UILabel>("EXpEarning"); if (null == m_label_EXpEarning) { Engine.Utility.Log.Error("m_label_EXpEarning 为空,请检查prefab是否缺乏组件"); } m_btn_Get = fastComponent.FastGetComponent <UIButton>("Get"); if (null == m_btn_Get) { Engine.Utility.Log.Error("m_btn_Get 为空,请检查prefab是否缺乏组件"); } m_btn_Jump = fastComponent.FastGetComponent <UIButton>("Jump"); if (null == m_btn_Jump) { Engine.Utility.Log.Error("m_btn_Jump 为空,请检查prefab是否缺乏组件"); } m_btn_OneCheck = fastComponent.FastGetComponent <UIButton>("OneCheck"); if (null == m_btn_OneCheck) { Engine.Utility.Log.Error("m_btn_OneCheck 为空,请检查prefab是否缺乏组件"); } m_btn_TwoCheck = fastComponent.FastGetComponent <UIButton>("TwoCheck"); if (null == m_btn_TwoCheck) { Engine.Utility.Log.Error("m_btn_TwoCheck 为空,请检查prefab是否缺乏组件"); } m_trans_UIOfflineRewardGrid = fastComponent.FastGetComponent <Transform>("UIOfflineRewardGrid"); if (null == m_trans_UIOfflineRewardGrid) { Engine.Utility.Log.Error("m_trans_UIOfflineRewardGrid 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_trans_Content = fastComponent.FastGetComponent <Transform>("Content"); if (null == m_trans_Content) { Engine.Utility.Log.Error("m_trans_Content 为空,请检查prefab是否缺乏组件"); } m_btn_Confirm = fastComponent.FastGetComponent <UIButton>("Confirm"); if (null == m_btn_Confirm) { Engine.Utility.Log.Error("m_btn_Confirm 为空,请检查prefab是否缺乏组件"); } m_label_ConfirmText = fastComponent.FastGetComponent <UILabel>("ConfirmText"); if (null == m_label_ConfirmText) { Engine.Utility.Log.Error("m_label_ConfirmText 为空,请检查prefab是否缺乏组件"); } m_btn_Cancel = fastComponent.FastGetComponent <UIButton>("Cancel"); if (null == m_btn_Cancel) { Engine.Utility.Log.Error("m_btn_Cancel 为空,请检查prefab是否缺乏组件"); } m_label_CancelText = fastComponent.FastGetComponent <UILabel>("CancelText"); if (null == m_label_CancelText) { Engine.Utility.Log.Error("m_label_CancelText 为空,请检查prefab是否缺乏组件"); } m_btn_Center = fastComponent.FastGetComponent <UIButton>("Center"); if (null == m_btn_Center) { Engine.Utility.Log.Error("m_btn_Center 为空,请检查prefab是否缺乏组件"); } m_label_CenterText = fastComponent.FastGetComponent <UILabel>("CenterText"); if (null == m_label_CenterText) { Engine.Utility.Log.Error("m_label_CenterText 为空,请检查prefab是否缺乏组件"); } m_label_Message = fastComponent.FastGetComponent <UILabel>("Message"); if (null == m_label_Message) { Engine.Utility.Log.Error("m_label_Message 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }
//初始化控件变量 protected override void InitControls() { fastComponent = GetComponent <FastComponent>(); fastComponent.BuildFastComponents(); m_btn_btn_close = fastComponent.FastGetComponent <UIButton>("btn_close"); if (null == m_btn_btn_close) { Engine.Utility.Log.Error("m_btn_btn_close 为空,请检查prefab是否缺乏组件"); } m_btn_FriendList = fastComponent.FastGetComponent <UIButton>("FriendList"); if (null == m_btn_FriendList) { Engine.Utility.Log.Error("m_btn_FriendList 为空,请检查prefab是否缺乏组件"); } m_btn_SearchList = fastComponent.FastGetComponent <UIButton>("SearchList"); if (null == m_btn_SearchList) { Engine.Utility.Log.Error("m_btn_SearchList 为空,请检查prefab是否缺乏组件"); } m_btn_btn_refresh = fastComponent.FastGetComponent <UIButton>("btn_refresh"); if (null == m_btn_btn_refresh) { Engine.Utility.Log.Error("m_btn_btn_refresh 为空,请检查prefab是否缺乏组件"); } m_input_Level_Input = fastComponent.FastGetComponent <UIInput>("Level_Input"); if (null == m_input_Level_Input) { Engine.Utility.Log.Error("m_input_Level_Input 为空,请检查prefab是否缺乏组件"); } m_btn_btn_search = fastComponent.FastGetComponent <UIButton>("btn_search"); if (null == m_btn_btn_search) { Engine.Utility.Log.Error("m_btn_btn_search 为空,请检查prefab是否缺乏组件"); } m_trans_listContent = fastComponent.FastGetComponent <Transform>("listContent"); if (null == m_trans_listContent) { Engine.Utility.Log.Error("m_trans_listContent 为空,请检查prefab是否缺乏组件"); } m_trans_listScrollView = fastComponent.FastGetComponent <Transform>("listScrollView"); if (null == m_trans_listScrollView) { Engine.Utility.Log.Error("m_trans_listScrollView 为空,请检查prefab是否缺乏组件"); } if (null != fastComponent) { GameObject.Destroy(fastComponent); } }