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CTT/Unity/Assets/HotfixView/Model/FGUI/AutoCode/Bag/FUI_BagUI.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_BagUI_AwakeSystem : AwakeSystem<FUI_BagUI, GObject>
{
public override void Awake(FUI_BagUI self, GObject go)
{
self.Awake(go);
}
}
public sealed class FUI_BagUI : FUI
{
public const string UIPackageName = "Bag";
public const string UIResName = "BagUI";
/// <summary>
/// {uiResName}的组件类型(GComponent、GButton、GProcessBar等)它们都是GObject的子类。
/// </summary>
public GComponent self;
public FUI_FrameBag m_frame;
public GList m_slotList;
public GTextField m_txtGold;
public GTextField m_txtSliver;
public GTextField m_txtCoin;
public GTextField m_txtYunabao;
public GTextField m_txtDaijinquan;
public GButton m_btnSort;
public GButton m_btnUpgrade;
public FUI_ButtonOnlyText m_btnAddVoucher;
public FUI_ButtonSingle m_btnSlipt;
public FUI_ButtonSingle m_btnMulti;
public GTextField m_txtGem;
public FUI_ButtonOnlyText m_btnAddCoin;
public FUI_ButtonOnlyText m_btnStarSoulBag;
public GGroup m_gorup;
public Transition m_Effect;
public const string URL = "ui://71ktouo7fyvbq";
private static GObject CreateGObject()
{
return UIPackage.CreateObject(UIPackageName, UIResName);
}
private static void CreateGObjectAsync(UIPackage.CreateObjectCallback result)
{
UIPackage.CreateObjectAsync(UIPackageName, UIResName, result);
}
public static FUI_BagUI CreateInstance(Entity domain)
{
return EntityFactory.Create<FUI_BagUI, GObject>(domain, CreateGObject());
}
public static ETTask<FUI_BagUI> CreateInstanceAsync(Entity domain)
{
ETTaskCompletionSource<FUI_BagUI> tcs = new ETTaskCompletionSource<FUI_BagUI>();
CreateGObjectAsync((go) =>
{
tcs.SetResult(EntityFactory.Create<FUI_BagUI, GObject>(domain, go));
});
return tcs.Task;
}
public static FUI_BagUI Create(Entity domain,GObject go)
{
return EntityFactory.Create<FUI_BagUI, 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_BagUI GetFormPool(Entity domain,GObject go)
{
var fui = go.Get<FUI_BagUI>();
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_frame = FUI_FrameBag.Create(domain,com.GetChildAt(0));
m_slotList = (GList)com.GetChildAt(1);
m_txtGold = (GTextField)com.GetChildAt(7);
m_txtSliver = (GTextField)com.GetChildAt(8);
m_txtCoin = (GTextField)com.GetChildAt(9);
m_txtYunabao = (GTextField)com.GetChildAt(10);
m_txtDaijinquan = (GTextField)com.GetChildAt(11);
m_btnSort = (GButton)com.GetChildAt(12);
m_btnUpgrade = (GButton)com.GetChildAt(13);
m_btnAddVoucher = FUI_ButtonOnlyText.Create(domain,com.GetChildAt(14));
m_btnSlipt = FUI_ButtonSingle.Create(domain,com.GetChildAt(15));
m_btnMulti = FUI_ButtonSingle.Create(domain,com.GetChildAt(17));
m_txtGem = (GTextField)com.GetChildAt(20);
m_btnAddCoin = FUI_ButtonOnlyText.Create(domain,com.GetChildAt(21));
m_btnStarSoulBag = FUI_ButtonOnlyText.Create(domain,com.GetChildAt(22));
m_gorup = (GGroup)com.GetChildAt(23);
m_Effect = com.GetTransitionAt(0);
}
}
public override void Dispose()
{
if(IsDisposed)
{
return;
}
base.Dispose();
self.Remove();
self = null;
m_frame.Dispose();
m_frame = null;
m_slotList = null;
m_txtGold = null;
m_txtSliver = null;
m_txtCoin = null;
m_txtYunabao = null;
m_txtDaijinquan = null;
m_btnSort = null;
m_btnUpgrade = null;
m_btnAddVoucher = null;
m_btnSlipt = null;
m_btnMulti = null;
m_txtGem = null;
m_btnAddCoin = null;
m_btnStarSoulBag = null;
m_gorup = null;
m_Effect = null;
}
}
}