HeroBreakthroughSuccessPanelData.cs 1.4 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 HeroBreakthroughSuccessPanel
  9. {
  10. #region 自定义数据
  11. private RectTransform _AttributeRoot;
  12. public RectTransform AttributeRoot
  13. {
  14. get{
  15. if (_AttributeRoot == null)
  16. {
  17. _AttributeRoot = GetUIUnit<RectTransform>("AttributeRoot");
  18. }
  19. return _AttributeRoot;
  20. }
  21. }
  22. private Button _Btn_Close;
  23. public Button Btn_Close
  24. {
  25. get{
  26. if (_Btn_Close == null)
  27. {
  28. _Btn_Close = GetUIUnit<Button>("Btn_Close");
  29. }
  30. return _Btn_Close;
  31. }
  32. }
  33. private Text _Text_CurretnJIngjie;
  34. public Text Text_CurretnJIngjie
  35. {
  36. get{
  37. if (_Text_CurretnJIngjie == null)
  38. {
  39. _Text_CurretnJIngjie = GetUIUnit<Text>("Text_CurretnJIngjie");
  40. }
  41. return _Text_CurretnJIngjie;
  42. }
  43. }
  44. private Text _Text_NextJIngjie ;
  45. public Text Text_NextJIngjie
  46. {
  47. get{
  48. if (_Text_NextJIngjie == null)
  49. {
  50. _Text_NextJIngjie = GetUIUnit<Text>("Text_NextJIngjie ");
  51. }
  52. return _Text_NextJIngjie ;
  53. }
  54. }
  55. #endregion 自定义数据结束
  56. public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
  57. {
  58. await base.SetUIGameObject(gObjectPoolInterface);
  59. Init();
  60. }
  61. }
  62. }