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CTT/Unity/Assets/HotfixView/Model/FGUI/AutoCode/Common/FUI_MainUI.cs

235 lines
6.9 KiB
C#
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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_MainUI_AwakeSystem : AwakeSystem<FUI_MainUI, GObject>
{
public override void Awake(FUI_MainUI self, GObject go)
{
self.Awake(go);
}
}
public sealed class FUI_MainUI : FUI
{
public const string UIPackageName = "Common";
public const string UIResName = "MainUI";
/// <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_setting;
public Controller m_chat;
public Controller m_unitList;
public FUI_HeadInfoItemMain m_mineHeadInfo;
public GTextField m_txtPing;
public GTextField m_txtEnergy;
public FUI_ButtonOnlyText m_btnBuyEnergy;
public GTextField m_txtMapName;
public GGroup m_MapNameGroup;
public GButton m_btnRank;
public GButton m_btnLittleGame;
public GButton m_btnTeam;
public GList m_HeadInfoList;
public GList m_chatContentList;
public GGroup m_chatBoard;
public GList m_chatList;
public GButton m_btnChatReceive;
public GButton m_btnChatSend;
public GTextField m_txtChatType;
public GTextInput m_inptChatContent;
public GGroup m_chatGroup;
public FUI_LabelGlobalText m_txtGlobal;
public GButton m_btnAuto;
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public GButton m_btnActive;
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public GButton m_btnExit;
public GButton m_btnDisOther;
public GButton m_btnMail;
public GButton m_btnStateBuff;
public GButton m_btnQuitBattle;
public GGroup m_Setting;
public GButton m_btnShowSetting;
public GList m_FunctionList;
public GGroup m_funcGroup;
public GList m_mainUISlotList;
public GGroup m_mainUISlotGroup;
public GTextField m_txtUID;
public GList m_unitNameList;
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public GList m_listBuff;
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public const string URL = "ui://kqsmrpxleh2a7";
private static GObject CreateGObject()
{
return UIPackage.CreateObject(UIPackageName, UIResName);
}
private static void CreateGObjectAsync(UIPackage.CreateObjectCallback result)
{
UIPackage.CreateObjectAsync(UIPackageName, UIResName, result);
}
public static FUI_MainUI CreateInstance(Entity domain)
{
return EntityFactory.Create<FUI_MainUI, GObject>(domain, CreateGObject());
}
public static ETTask<FUI_MainUI> CreateInstanceAsync(Entity domain)
{
ETTaskCompletionSource<FUI_MainUI> tcs = new ETTaskCompletionSource<FUI_MainUI>();
CreateGObjectAsync((go) =>
{
tcs.SetResult(EntityFactory.Create<FUI_MainUI, GObject>(domain, go));
});
return tcs.Task;
}
public static FUI_MainUI Create(Entity domain,GObject go)
{
return EntityFactory.Create<FUI_MainUI, 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_MainUI GetFormPool(Entity domain,GObject go)
{
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var fui = go.Get<FUI_MainUI>();
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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);
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var com = go.asCom;
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if(com != null)
{
m_setting = com.GetControllerAt(0);
m_chat = com.GetControllerAt(1);
m_unitList = com.GetControllerAt(2);
m_mineHeadInfo = FUI_HeadInfoItemMain.Create(domain,com.GetChildAt(0));
m_txtPing = (GTextField)com.GetChildAt(1);
m_txtEnergy = (GTextField)com.GetChildAt(3);
m_btnBuyEnergy = FUI_ButtonOnlyText.Create(domain,com.GetChildAt(4));
m_txtMapName = (GTextField)com.GetChildAt(6);
m_MapNameGroup = (GGroup)com.GetChildAt(7);
m_btnRank = (GButton)com.GetChildAt(8);
m_btnLittleGame = (GButton)com.GetChildAt(9);
m_btnTeam = (GButton)com.GetChildAt(10);
m_HeadInfoList = (GList)com.GetChildAt(11);
m_chatContentList = (GList)com.GetChildAt(13);
m_chatBoard = (GGroup)com.GetChildAt(14);
m_chatList = (GList)com.GetChildAt(16);
m_btnChatReceive = (GButton)com.GetChildAt(17);
m_btnChatSend = (GButton)com.GetChildAt(18);
m_txtChatType = (GTextField)com.GetChildAt(19);
m_inptChatContent = (GTextInput)com.GetChildAt(20);
m_chatGroup = (GGroup)com.GetChildAt(21);
m_txtGlobal = FUI_LabelGlobalText.Create(domain,com.GetChildAt(22));
m_btnAuto = (GButton)com.GetChildAt(24);
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m_btnActive = (GButton)com.GetChildAt(25);
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m_btnExit = (GButton)com.GetChildAt(26);
m_btnDisOther = (GButton)com.GetChildAt(27);
m_btnMail = (GButton)com.GetChildAt(28);
m_btnStateBuff = (GButton)com.GetChildAt(29);
m_btnQuitBattle = (GButton)com.GetChildAt(30);
m_Setting = (GGroup)com.GetChildAt(31);
m_btnShowSetting = (GButton)com.GetChildAt(32);
m_FunctionList = (GList)com.GetChildAt(34);
m_funcGroup = (GGroup)com.GetChildAt(35);
m_mainUISlotList = (GList)com.GetChildAt(37);
m_mainUISlotGroup = (GGroup)com.GetChildAt(38);
m_txtUID = (GTextField)com.GetChildAt(39);
m_unitNameList = (GList)com.GetChildAt(43);
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m_listBuff = (GList)com.GetChildAt(45);
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}
}
public override void Dispose()
{
if(IsDisposed)
{
return;
}
base.Dispose();
self.Remove();
self = null;
m_setting = null;
m_chat = null;
m_unitList = null;
m_mineHeadInfo.Dispose();
m_mineHeadInfo = null;
m_txtPing = null;
m_txtEnergy = null;
m_btnBuyEnergy.Dispose();
m_btnBuyEnergy = null;
m_txtMapName = null;
m_MapNameGroup = null;
m_btnRank = null;
m_btnLittleGame = null;
m_btnTeam = null;
m_HeadInfoList = null;
m_chatContentList = null;
m_chatBoard = null;
m_chatList = null;
m_btnChatReceive = null;
m_btnChatSend = null;
m_txtChatType = null;
m_inptChatContent = null;
m_chatGroup = null;
m_txtGlobal.Dispose();
m_txtGlobal = null;
m_btnAuto = null;
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m_btnActive = null;
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m_btnExit = null;
m_btnDisOther = null;
m_btnMail = null;
m_btnStateBuff = null;
m_btnQuitBattle = null;
m_Setting = null;
m_btnShowSetting = null;
m_FunctionList = null;
m_funcGroup = null;
m_mainUISlotList = null;
m_mainUISlotGroup = null;
m_txtUID = null;
m_unitNameList = null;
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m_listBuff = null;
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}
}
}