CTT/Unity/Assets/HotfixView/Model/FGUI/AutoCode/Character/FUI_CharacterUI.cs

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/** This is an automatically generated class by FairyGUI. Please do not modify it. **/
using ET;
using FairyGUI;
using FairyGUI.Utils;
namespace ET
{
[ObjectSystem]
public class FUI_CharacterUI_AwakeSystem : AwakeSystem<FUI_CharacterUI, GObject>
{
public override void Awake(FUI_CharacterUI self, GObject go)
{
self.Awake(go);
}
}
public sealed class FUI_CharacterUI : FUI
{
public const string UIPackageName = "Character";
public const string UIResName = "CharacterUI";
/// <summary>
/// {uiResName}的组件类型(GComponent、GButton、GProcessBar等)它们都是GObject的子类。
/// </summary>
public GComponent self;
public Controller m_addPoint;
public FUI_FrameCharacter m_frame;
public GLoader m_bg;
public GList m_atkEquipList;
public GList m_commonEquipList;
public GList m_infoList;
public GGroup m_infoGroup;
public GList m_battleAttributeList;
public GGroup m_battleGroup;
public GLoader m_icon;
public GList m_basicAttributeList;
public GGroup m_basicGroup;
public GList m_addPointAttributeList;
public FUI_ButtonText m_btnAddPoint;
public FUI_ButtonText m_btnResetPoint;
public GTextField m_txtPoint;
public FUI_ButtonPlus m_btnPlusTransLevel;
public FUI_ButtonMinus m_btnMinusTransLevel;
public GTextField m_txtTransLevel;
public GGroup m_addpointGroup;
public Transition m_Effect;
public const string URL = "ui://768jx61w7bww6";
private static GObject CreateGObject()
{
return UIPackage.CreateObject(UIPackageName, UIResName);
}
private static void CreateGObjectAsync(UIPackage.CreateObjectCallback result)
{
UIPackage.CreateObjectAsync(UIPackageName, UIResName, result);
}
public static FUI_CharacterUI CreateInstance(Entity domain)
{
return EntityFactory.Create<FUI_CharacterUI, GObject>(domain, CreateGObject());
}
public static ETTask<FUI_CharacterUI> CreateInstanceAsync(Entity domain)
{
ETTaskCompletionSource<FUI_CharacterUI> tcs = new ETTaskCompletionSource<FUI_CharacterUI>();
CreateGObjectAsync((go) =>
{
tcs.SetResult(EntityFactory.Create<FUI_CharacterUI, GObject>(domain, go));
});
return tcs.Task;
}
public static FUI_CharacterUI Create(Entity domain,GObject go)
{
return EntityFactory.Create<FUI_CharacterUI, GObject>(domain,go);
}
/// <summary>
/// 通过此方法获取的FUI在Dispose时不会释放GObject需要自行管理一般在配合FGUI的Pool机制时使用
/// </summary>
public static FUI_CharacterUI GetFormPool(Entity domain,GObject go)
{
var fui = go.Get<FUI_CharacterUI>();
if(fui == null)
{
fui = Create(domain,go);
}
fui.isFromFGUIPool = true;
return fui;
}
public void Awake(GObject go)
{
if(go == null)
{
return;
}
GObject = go;
if (string.IsNullOrWhiteSpace(Name))
{
Name = Id.ToString();
}
self = (GComponent)go;
self.Add(this);
var com = go.asCom;
if(com != null)
{
m_addPoint = com.GetControllerAt(0);
m_frame = FUI_FrameCharacter.Create(domain,com.GetChildAt(0));
m_bg = (GLoader)com.GetChildAt(1);
m_atkEquipList = (GList)com.GetChildAt(3);
m_commonEquipList = (GList)com.GetChildAt(4);
m_infoList = (GList)com.GetChildAt(7);
m_infoGroup = (GGroup)com.GetChildAt(8);
m_battleAttributeList = (GList)com.GetChildAt(11);
m_battleGroup = (GGroup)com.GetChildAt(12);
m_icon = (GLoader)com.GetChildAt(13);
m_basicAttributeList = (GList)com.GetChildAt(16);
m_basicGroup = (GGroup)com.GetChildAt(17);
m_addPointAttributeList = (GList)com.GetChildAt(20);
m_btnAddPoint = FUI_ButtonText.Create(domain,com.GetChildAt(21));
m_btnResetPoint = FUI_ButtonText.Create(domain,com.GetChildAt(22));
m_txtPoint = (GTextField)com.GetChildAt(23);
m_btnPlusTransLevel = FUI_ButtonPlus.Create(domain,com.GetChildAt(26));
m_btnMinusTransLevel = FUI_ButtonMinus.Create(domain,com.GetChildAt(27));
m_txtTransLevel = (GTextField)com.GetChildAt(28);
m_addpointGroup = (GGroup)com.GetChildAt(29);
m_Effect = com.GetTransitionAt(0);
}
}
public override void Dispose()
{
if(IsDisposed)
{
return;
}
base.Dispose();
self.Remove();
self = null;
m_addPoint = null;
m_frame.Dispose();
m_frame = null;
m_bg = null;
m_atkEquipList = null;
m_commonEquipList = null;
m_infoList = null;
m_infoGroup = null;
m_battleAttributeList = null;
m_battleGroup = null;
m_icon = null;
m_basicAttributeList = null;
m_basicGroup = null;
m_addPointAttributeList = null;
m_btnAddPoint = null;
m_btnResetPoint = null;
m_txtPoint = null;
m_btnPlusTransLevel = null;
m_btnMinusTransLevel = null;
m_txtTransLevel = null;
m_addpointGroup = null;
m_Effect = null;
}
}
}