MainPanelData.cs 5.1 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 MainPanel
  9. {
  10. #region 自定义数据
  11. private Text _Text_ExplorationProgress;
  12. public Text Text_ExplorationProgress
  13. {
  14. get{
  15. if (_Text_ExplorationProgress == null)
  16. {
  17. _Text_ExplorationProgress = GetUIUnit<Text>("Text_ExplorationProgress");
  18. }
  19. return _Text_ExplorationProgress;
  20. }
  21. }
  22. private Slider _CameraSelect;
  23. public Slider CameraSelect
  24. {
  25. get{
  26. if (_CameraSelect == null)
  27. {
  28. _CameraSelect = GetUIUnit<Slider>("CameraSelect");
  29. }
  30. return _CameraSelect;
  31. }
  32. }
  33. private Button _Btn_Event;
  34. public Button Btn_Event
  35. {
  36. get{
  37. if (_Btn_Event == null)
  38. {
  39. _Btn_Event = GetUIUnit<Button>("Btn_Event");
  40. }
  41. return _Btn_Event;
  42. }
  43. }
  44. private Text _Text_EventNum;
  45. public Text Text_EventNum
  46. {
  47. get{
  48. if (_Text_EventNum == null)
  49. {
  50. _Text_EventNum = GetUIUnit<Text>("Text_EventNum");
  51. }
  52. return _Text_EventNum;
  53. }
  54. }
  55. private Button _Btn_Chat;
  56. public Button Btn_Chat
  57. {
  58. get{
  59. if (_Btn_Chat == null)
  60. {
  61. _Btn_Chat = GetUIUnit<Button>("Btn_Chat");
  62. }
  63. return _Btn_Chat;
  64. }
  65. }
  66. private Text _Text_Jingjie;
  67. public Text Text_Jingjie
  68. {
  69. get{
  70. if (_Text_Jingjie == null)
  71. {
  72. _Text_Jingjie = GetUIUnit<Text>("Text_Jingjie");
  73. }
  74. return _Text_Jingjie;
  75. }
  76. }
  77. private MyImage _Icon_Player;
  78. public MyImage Icon_Player
  79. {
  80. get{
  81. if (_Icon_Player == null)
  82. {
  83. _Icon_Player = GetUIUnit<MyImage>("Icon_Player");
  84. }
  85. return _Icon_Player;
  86. }
  87. }
  88. private Text _Text_PlayerName;
  89. public Text Text_PlayerName
  90. {
  91. get{
  92. if (_Text_PlayerName == null)
  93. {
  94. _Text_PlayerName = GetUIUnit<Text>("Text_PlayerName");
  95. }
  96. return _Text_PlayerName;
  97. }
  98. }
  99. private Slider _Slider_Map;
  100. public Slider Slider_Map
  101. {
  102. get{
  103. if (_Slider_Map == null)
  104. {
  105. _Slider_Map = GetUIUnit<Slider>("Slider_Map");
  106. }
  107. return _Slider_Map;
  108. }
  109. }
  110. private Slider _Slider_Exp;
  111. public Slider Slider_Exp
  112. {
  113. get{
  114. if (_Slider_Exp == null)
  115. {
  116. _Slider_Exp = GetUIUnit<Slider>("Slider_Exp");
  117. }
  118. return _Slider_Exp;
  119. }
  120. }
  121. private Button _Btn_Map;
  122. public Button Btn_Map
  123. {
  124. get{
  125. if (_Btn_Map == null)
  126. {
  127. _Btn_Map = GetUIUnit<Button>("Btn_Map");
  128. }
  129. return _Btn_Map;
  130. }
  131. }
  132. private Button _Btn_DaoYou;
  133. public Button Btn_DaoYou
  134. {
  135. get{
  136. if (_Btn_DaoYou == null)
  137. {
  138. _Btn_DaoYou = GetUIUnit<Button>("Btn_DaoYou");
  139. }
  140. return _Btn_DaoYou;
  141. }
  142. }
  143. private MyImage _Icon_Daoyou;
  144. public MyImage Icon_Daoyou
  145. {
  146. get{
  147. if (_Icon_Daoyou == null)
  148. {
  149. _Icon_Daoyou = GetUIUnit<MyImage>("Icon_Daoyou");
  150. }
  151. return _Icon_Daoyou;
  152. }
  153. }
  154. private Text _Text_DaoyouCount;
  155. public Text Text_DaoyouCount
  156. {
  157. get{
  158. if (_Text_DaoyouCount == null)
  159. {
  160. _Text_DaoyouCount = GetUIUnit<Text>("Text_DaoyouCount");
  161. }
  162. return _Text_DaoyouCount;
  163. }
  164. }
  165. private RectTransform _EventConditionRoot;
  166. public RectTransform EventConditionRoot
  167. {
  168. get{
  169. if (_EventConditionRoot == null)
  170. {
  171. _EventConditionRoot = GetUIUnit<RectTransform>("EventConditionRoot");
  172. }
  173. return _EventConditionRoot;
  174. }
  175. }
  176. private Button _Btn_Tower;
  177. public Button Btn_Tower
  178. {
  179. get{
  180. if (_Btn_Tower == null)
  181. {
  182. _Btn_Tower = GetUIUnit<Button>("Btn_Tower");
  183. }
  184. return _Btn_Tower;
  185. }
  186. }
  187. private Button _Btn_QianKunDai;
  188. public Button Btn_QianKunDai
  189. {
  190. get{
  191. if (_Btn_QianKunDai == null)
  192. {
  193. _Btn_QianKunDai = GetUIUnit<Button>("Btn_QianKunDai");
  194. }
  195. return _Btn_QianKunDai;
  196. }
  197. }
  198. private Text _Text_EventTag;
  199. public Text Text_EventTag
  200. {
  201. get{
  202. if (_Text_EventTag == null)
  203. {
  204. _Text_EventTag = GetUIUnit<Text>("Text_EventTag");
  205. }
  206. return _Text_EventTag;
  207. }
  208. }
  209. private Text _Text_EventName;
  210. public Text Text_EventName
  211. {
  212. get{
  213. if (_Text_EventName == null)
  214. {
  215. _Text_EventName = GetUIUnit<Text>("Text_EventName");
  216. }
  217. return _Text_EventName;
  218. }
  219. }
  220. private Button _Btn_StartEvent;
  221. public Button Btn_StartEvent
  222. {
  223. get{
  224. if (_Btn_StartEvent == null)
  225. {
  226. _Btn_StartEvent = GetUIUnit<Button>("Btn_StartEvent");
  227. }
  228. return _Btn_StartEvent;
  229. }
  230. }
  231. #endregion 自定义数据结束
  232. public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
  233. {
  234. await base.SetUIGameObject(gObjectPoolInterface);
  235. Init();
  236. }
  237. }
  238. }