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