示例#1
0
    static public PUGameObject LoadXML(string xmlPath, GameObject parent)
    {
        PUGameObject loadedGameObject = (PUGameObject)PlanetUnity2.loadXML(PlanetUnityResourceCache.GetAsset <TextAsset>(xmlPath).bytes, parent, null);

                #if UNITY_EDITOR
        if (planetUnityContainer != null)
        {
            foreach (Transform t in planetUnityContainer.GetComponentsInChildren <Transform>())
            {
                t.gameObject.hideFlags = HideFlags.DontSave;
            }
        }
                #endif

        return(loadedGameObject);
    }
示例#2
0
    public virtual void LoadIntoPUGameObject(PUScrollRect parent, object data)
    {
        scrollRect = parent;
        cellData   = data;

        string xmlPath = XmlPath();

        if (xmlPath != null)
        {
            puGameObject = (PUGameObject)PlanetUnity2.loadXML(PlanetUnityResourceCache.GetAsset <TextAsset>(xmlPath).bytes, parent.contentObject, null);

            // Attach all of the PlanetUnity objects
            try {
                FieldInfo field = this.GetType().GetField("scene");
                if (field != null)
                {
                    field.SetValue(this, puGameObject);
                }

                puGameObject.PerformOnChildren(val => {
                    PUGameObject oo = val as PUGameObject;
                    if (oo != null && oo.title != null)
                    {
                        field = this.GetType().GetField(oo.title);
                        if (field != null)
                        {
                            field.SetValue(this, oo);
                        }
                    }
                    return(true);
                });
            } catch (Exception e) {
                UnityEngine.Debug.Log("TableCell error: " + e);
            }

            try {
                // Attach all of the named GameObjects
                FieldInfo[] fields = this.GetType().GetFields();
                foreach (FieldInfo field in fields)
                {
                    if (field.FieldType == typeof(GameObject))
                    {
                        GameObject[] pAllObjects = (GameObject[])Resources.FindObjectsOfTypeAll(typeof(GameObject));

                        foreach (GameObject pObject in pAllObjects)
                        {
                            if (pObject.name.Equals(field.Name))
                            {
                                field.SetValue(this, pObject);
                            }
                        }
                    }
                }
            } catch (Exception e) {
                UnityEngine.Debug.Log("TableCell error: " + e);
            }
        }
        else
        {
            puGameObject = new PUGameObject();
            puGameObject.SetFrame(0, 0, 0, 60, 0, 0, "bottom,left");
            puGameObject.LoadIntoPUGameObject(parent);
            puGameObject.gameObject.transform.SetParent(parent.contentObject.transform, false);
        }

        puGameObject.parent = table;

        // We want to bridge all notifications to my scope; this allows developers to handle notifications
        // at the table cell level, or at the scene controller level, with ease
        NotificationCenter.addObserver(this, "*", puGameObject, (args, name) => {
            NotificationCenter.postNotification(scrollRect.Scope(), name, args);
        });

        cellGameObject        = puGameObject.gameObject;
        cellTransform         = cellGameObject.transform as RectTransform;
        tableTransform        = scrollRect.rectTransform;
        tableContentTransform = scrollRect.contentObject.transform as RectTransform;

        UpdateContents();
    }