示例#1
0
        private void CreateItems()
        {
            this.ClearAll();
            List <GameObject> items = new List <GameObject>();

            foreach (AdvSelection selection in this.SelectionManager.Selections)
            {
                GameObject       item = Object.Instantiate <GameObject>(this.GetPrefab(selection));
                AdvUguiSelection componentInChildren = item.GetComponentInChildren <AdvUguiSelection>();
                if (componentInChildren != null)
                {
                    componentInChildren.Init(selection, new Action <AdvUguiSelection>(this.OnTap));
                }
                switch (this.selectedColorMode)
                {
                case SelectedColorMode.Change:
                    if (this.Engine.SystemSaveData.SelectionData.Check(selection))
                    {
                        item.SendMessage("OnInitSelected", this.selectedColor);
                    }
                    break;
                }
                this.Items.Add(item);
                if (!selection.X.HasValue || !selection.Y.HasValue)
                {
                    items.Add(item);
                }
                else
                {
                    base.get_transform().AddChild(item, new Vector3(selection.X.Value, selection.Y.Value, 0f));
                }
            }
            this.ListView.AddItems(items);
            this.ListView.Reposition();
        }
示例#2
0
        //リストビューのアイテムが作成されるときに呼ばれるコールバック
        protected virtual void CallbackCreateItem(GameObject go, int index)
        {
            AdvSelection     data      = SelectionManager.Selections[index];
            AdvUguiSelection selection = go.GetComponentInChildren <AdvUguiSelection>();

            selection.Init(data, OnTap);
        }
示例#3
0
        //選択肢が押された
        void OnTap(AdvUguiSelection item)
        {
            SelectionManager.Select(item.Data);


            ClearAll();
        }
示例#4
0
        //選択肢を作成
        protected virtual void CreateItems()
        {
            ClearAll();

            List <GameObject> listViewItems = new List <GameObject>();

            foreach (var data in SelectionManager.Selections)
            {
                GameObject       go        = GameObject.Instantiate(GetPrefab(data)) as GameObject;
                AdvUguiSelection selection = go.GetComponentInChildren <AdvUguiSelection>();
                if (selection)
                {
                    selection.Init(data, OnTap);
                }

                switch (selectedColorMode)
                {
                case SelectedColorMode.Change:
                    if (Engine.SystemSaveData.SelectionData.Check(data))
                    {
                        go.SendMessage("OnInitSelected", selectedColor);
                    }
                    break;

                case SelectedColorMode.None:
                default:
                    break;
                }


                Items.Add(go);
                //X,Y座標の指定がないならリストビューに追加
                if (data.X == null || data.Y == null)
                {
                    listViewItems.Add(go);
                }
                else
                {
                    this.transform.AddChild(go, new Vector3(data.X.Value, data.Y.Value, 0));
                }
            }
            ListView.AddItems(listViewItems);
            ListView.Reposition();
        }
		/// <summary>
		/// 初期化。スクリプトから動的に生成する場合に
		/// </summary>
		/// <param name="engine">ADVエンジン</param>
		public void InitOnCreate(AdvEngine engine, AdvUguiSelection selectionItemPrefab)
		{
			this.engine = engine;
			this.ListView.ItemPrefab = selectionItemPrefab.gameObject;
		}
		//選択肢が押された
		void OnTap(AdvUguiSelection item)
		{
			SelectionManager.Select(item.Data );


			ClearAll();
		}
示例#7
0
 /// <summary>
 /// 初期化。スクリプトから動的に生成する場合に
 /// </summary>
 /// <param name="engine">ADVエンジン</param>
 public void InitOnCreate(AdvEngine engine, AdvUguiSelection selectionItemPrefab)
 {
     this.engine = engine;
     this.ListView.ItemPrefab = selectionItemPrefab.gameObject;
 }