| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106 | using Fort23.Core;using Fort23.UTool;using UnityEngine.UI;using UnityEngine;using System.Collections.Generic;namespace Fort23.Mono{	public partial class CombatPanel 	{	  #region 自定义数据 	  private Slider _CameraSelect;	  public Slider CameraSelect	   {	   get{	      if (_CameraSelect == null)	       {	         _CameraSelect  = GetUIUnit<Slider>("CameraSelect"); 	       }	      return _CameraSelect;	     }	   }	  private Button _bnt_shengShi;	  public Button bnt_shengShi	   {	   get{	      if (_bnt_shengShi == null)	       {	         _bnt_shengShi  = GetUIUnit<Button>("bnt_shengShi"); 	       }	      return _bnt_shengShi;	     }	   }	  private GameObject _PlayerHpWidget;	  public GameObject PlayerHpWidget	   {	   get{	      if (_PlayerHpWidget == null)	       {	         _PlayerHpWidget  = GetUIUnit<GameObject>("PlayerHpWidget"); 	       }	      return _PlayerHpWidget;	     }	   }	  private RectTransform _DynamicEvent;	  public RectTransform DynamicEvent	   {	   get{	      if (_DynamicEvent == null)	       {	         _DynamicEvent  = GetUIUnit<RectTransform>("DynamicEvent"); 	       }	      return _DynamicEvent;	     }	   }	  private GameObject _ShengShiEventWidget;	  public GameObject ShengShiEventWidget	   {	   get{	      if (_ShengShiEventWidget == null)	       {	         _ShengShiEventWidget  = GetUIUnit<GameObject>("ShengShiEventWidget"); 	       }	      return _ShengShiEventWidget;	     }	   }	  private GameObject _MagicWeaponWidget;	  public GameObject MagicWeaponWidget	   {	   get{	      if (_MagicWeaponWidget == null)	       {	         _MagicWeaponWidget  = GetUIUnit<GameObject>("MagicWeaponWidget"); 	       }	      return _MagicWeaponWidget;	     }	   }	  private RectTransform _MagicWeapon;	  public RectTransform MagicWeapon	   {	   get{	      if (_MagicWeapon == null)	       {	         _MagicWeapon  = GetUIUnit<RectTransform>("MagicWeapon"); 	       }	      return _MagicWeapon;	     }	   }	  private Toggle _AutoUse;	  public Toggle AutoUse	   {	   get{	      if (_AutoUse == null)	       {	         _AutoUse  = GetUIUnit<Toggle>("AutoUse"); 	       }	      return _AutoUse;	     }	   }	  #endregion 自定义数据结束 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)	{	 await base.SetUIGameObject(gObjectPoolInterface);	 Init();	}	}}
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