FM/Assets/Scripts/FUJIFILM/UI/Logic/SettingUI.cs

92 lines
2.5 KiB
C#

using System.Collections.Generic;
using Runtime.UI;
using Runtime.UI.Other;
using UnityEngine.UI;
using TMPro;
using UnityEngine;
namespace HK.FUJIFILM
{
public class SettingUI : UIBase
{
[SerializeField] private Button btnBack;
[SerializeField] private Setting_Inventory Setting_Inventory;
[SerializeField] private Setting_Monetary Setting_Monetary;
[SerializeField] private Button btnSelect;
[SerializeField] private List<string> items = new List<string>()
{
"库存设置",
"货币设置"
};
public override void OnInit()
{
base.OnInit();
#region AutoGen_Init
btnBack = GetValue<Button>("btnBack");
Setting_Inventory = GetValue<Setting_Inventory>("Setting_Inventory");
Setting_Monetary = GetValue<Setting_Monetary>("Setting_Monetary");
btnSelect = GetValue<Button>("btnSelect");
btnBack.onClick.AddListener(OnClickbtnBack);
btnSelect.onClick.AddListener(OnClickbtnSelect);
#endregion
foreach (var item in items)
{
var button = GameObject.Instantiate(btnSelect, btnSelect.transform.parent);
button.gameObject.SetActive(true);
button.GetComponentInChildren<TMP_Text>().text = item;
button.onClick.AddListener(() => { ChooseOpen(item); });
}
}
void ChooseOpen(string str)
{
switch (str)
{
case "库存设置":
Setting_Inventory.gameObject.SetActive(true);
break;
case "货币设置":
Setting_Monetary.gameObject.SetActive(true);
break;
}
}
#region AutoGen_Method
private void OnClickbtnBack()
{
// gameObject.SetActive(false);
UIManager.Instance.BackLast();
}
private void OnClickbtnSelect()
{
}
#endregion
public override void OnDispose()
{
base.OnDispose();
#region AutoGen_Dispose
btnBack.onClick.RemoveListener(OnClickbtnBack);
btnSelect.onClick.RemoveListener(OnClickbtnSelect);
btnBack = null;
Setting_Inventory = null;
Setting_Monetary = null;
btnSelect = null;
#endregion
}
}
}