GachaPanelData.cs 3.2 KB

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  1. using Fort23.Core;
  2. using Fort23.UTool;
  3. using UnityEngine.UI;
  4. using UnityEngine;
  5. using System.Collections.Generic;
  6. namespace Fort23.Mono
  7. {
  8. public partial class GachaPanel
  9. {
  10. #region 自定义数据
  11. private Button _tenButton;
  12. public Button tenButton
  13. {
  14. get{
  15. if (_tenButton == null)
  16. {
  17. _tenButton = GetUIUnit<Button>("tenButton");
  18. }
  19. return _tenButton;
  20. }
  21. }
  22. private List<GameObject> _TenWidgetitems;
  23. public List<GameObject> TenWidgetitems
  24. {
  25. get{
  26. if (_TenWidgetitems == null)
  27. {
  28. _TenWidgetitems = GetUIUnit<List<GameObject>>("TenWidgetitems");
  29. }
  30. return _TenWidgetitems;
  31. }
  32. }
  33. private GameObject _WidgetItemType2Gam;
  34. public GameObject WidgetItemType2Gam
  35. {
  36. get{
  37. if (_WidgetItemType2Gam == null)
  38. {
  39. _WidgetItemType2Gam = GetUIUnit<GameObject>("WidgetItemType2Gam");
  40. }
  41. return _WidgetItemType2Gam;
  42. }
  43. }
  44. private GameObject _TenRoot;
  45. public GameObject TenRoot
  46. {
  47. get{
  48. if (_TenRoot == null)
  49. {
  50. _TenRoot = GetUIUnit<GameObject>("TenRoot");
  51. }
  52. return _TenRoot;
  53. }
  54. }
  55. private GameObject _OneRoot;
  56. public GameObject OneRoot
  57. {
  58. get{
  59. if (_OneRoot == null)
  60. {
  61. _OneRoot = GetUIUnit<GameObject>("OneRoot");
  62. }
  63. return _OneRoot;
  64. }
  65. }
  66. private Slider _Slider_Count;
  67. public Slider Slider_Count
  68. {
  69. get{
  70. if (_Slider_Count == null)
  71. {
  72. _Slider_Count = GetUIUnit<Slider>("Slider_Count");
  73. }
  74. return _Slider_Count;
  75. }
  76. }
  77. private Text _Text_Count;
  78. public Text Text_Count
  79. {
  80. get{
  81. if (_Text_Count == null)
  82. {
  83. _Text_Count = GetUIUnit<Text>("Text_Count");
  84. }
  85. return _Text_Count;
  86. }
  87. }
  88. private GameObject _StartRoot;
  89. public GameObject StartRoot
  90. {
  91. get{
  92. if (_StartRoot == null)
  93. {
  94. _StartRoot = GetUIUnit<GameObject>("StartRoot");
  95. }
  96. return _StartRoot;
  97. }
  98. }
  99. private Text _Text_JingDu;
  100. public Text Text_JingDu
  101. {
  102. get{
  103. if (_Text_JingDu == null)
  104. {
  105. _Text_JingDu = GetUIUnit<Text>("Text_JingDu");
  106. }
  107. return _Text_JingDu;
  108. }
  109. }
  110. private Text _Text_Score;
  111. public Text Text_Score
  112. {
  113. get{
  114. if (_Text_Score == null)
  115. {
  116. _Text_Score = GetUIUnit<Text>("Text_Score");
  117. }
  118. return _Text_Score;
  119. }
  120. }
  121. private Text _Text_ScoreCount;
  122. public Text Text_ScoreCount
  123. {
  124. get{
  125. if (_Text_ScoreCount == null)
  126. {
  127. _Text_ScoreCount = GetUIUnit<Text>("Text_ScoreCount");
  128. }
  129. return _Text_ScoreCount;
  130. }
  131. }
  132. private GameObject _ScoreName;
  133. public GameObject ScoreName
  134. {
  135. get{
  136. if (_ScoreName == null)
  137. {
  138. _ScoreName = GetUIUnit<GameObject>("ScoreName");
  139. }
  140. return _ScoreName;
  141. }
  142. }
  143. #endregion 自定义数据结束
  144. public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
  145. {
  146. await base.SetUIGameObject(gObjectPoolInterface);
  147. Init();
  148. }
  149. }
  150. }