ShopBuyItemPanelData.cs 3.7 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 ShopBuyItemPanel
  9. {
  10. #region 自定义数据
  11. private Button _Btn_Function;
  12. public Button Btn_Function
  13. {
  14. get{
  15. if (_Btn_Function == null)
  16. {
  17. _Btn_Function = GetUIUnit<Button>("Btn_Function");
  18. }
  19. return _Btn_Function;
  20. }
  21. }
  22. private RectTransform _ItemRoot;
  23. public RectTransform ItemRoot
  24. {
  25. get{
  26. if (_ItemRoot == null)
  27. {
  28. _ItemRoot = GetUIUnit<RectTransform>("ItemRoot");
  29. }
  30. return _ItemRoot;
  31. }
  32. }
  33. private Text _Text_LimitCount;
  34. public Text Text_LimitCount
  35. {
  36. get{
  37. if (_Text_LimitCount == null)
  38. {
  39. _Text_LimitCount = GetUIUnit<Text>("Text_LimitCount");
  40. }
  41. return _Text_LimitCount;
  42. }
  43. }
  44. private Text _Text_desc;
  45. public Text Text_desc
  46. {
  47. get{
  48. if (_Text_desc == null)
  49. {
  50. _Text_desc = GetUIUnit<Text>("Text_desc");
  51. }
  52. return _Text_desc;
  53. }
  54. }
  55. private Button _Btn_Reduce;
  56. public Button Btn_Reduce
  57. {
  58. get{
  59. if (_Btn_Reduce == null)
  60. {
  61. _Btn_Reduce = GetUIUnit<Button>("Btn_Reduce");
  62. }
  63. return _Btn_Reduce;
  64. }
  65. }
  66. private Button _Btn_Add;
  67. public Button Btn_Add
  68. {
  69. get{
  70. if (_Btn_Add == null)
  71. {
  72. _Btn_Add = GetUIUnit<Button>("Btn_Add");
  73. }
  74. return _Btn_Add;
  75. }
  76. }
  77. private Button _Btn_Close;
  78. public Button Btn_Close
  79. {
  80. get{
  81. if (_Btn_Close == null)
  82. {
  83. _Btn_Close = GetUIUnit<Button>("Btn_Close");
  84. }
  85. return _Btn_Close;
  86. }
  87. }
  88. private Text _Text_name;
  89. public Text Text_name
  90. {
  91. get{
  92. if (_Text_name == null)
  93. {
  94. _Text_name = GetUIUnit<Text>("Text_name");
  95. }
  96. return _Text_name;
  97. }
  98. }
  99. private Slider _UseSlider;
  100. public Slider UseSlider
  101. {
  102. get{
  103. if (_UseSlider == null)
  104. {
  105. _UseSlider = GetUIUnit<Slider>("UseSlider");
  106. }
  107. return _UseSlider;
  108. }
  109. }
  110. private Text _Text_BuyCount;
  111. public Text Text_BuyCount
  112. {
  113. get{
  114. if (_Text_BuyCount == null)
  115. {
  116. _Text_BuyCount = GetUIUnit<Text>("Text_BuyCount");
  117. }
  118. return _Text_BuyCount;
  119. }
  120. }
  121. private MyImage _ImageCurrency;
  122. public MyImage ImageCurrency
  123. {
  124. get{
  125. if (_ImageCurrency == null)
  126. {
  127. _ImageCurrency = GetUIUnit<MyImage>("ImageCurrency");
  128. }
  129. return _ImageCurrency;
  130. }
  131. }
  132. private GameObject _LimitObj;
  133. public GameObject LimitObj
  134. {
  135. get{
  136. if (_LimitObj == null)
  137. {
  138. _LimitObj = GetUIUnit<GameObject>("LimitObj");
  139. }
  140. return _LimitObj;
  141. }
  142. }
  143. private GameObject _SliderObj;
  144. public GameObject SliderObj
  145. {
  146. get{
  147. if (_SliderObj == null)
  148. {
  149. _SliderObj = GetUIUnit<GameObject>("SliderObj");
  150. }
  151. return _SliderObj;
  152. }
  153. }
  154. private Text _Text_Price;
  155. public Text Text_Price
  156. {
  157. get{
  158. if (_Text_Price == null)
  159. {
  160. _Text_Price = GetUIUnit<Text>("Text_Price");
  161. }
  162. return _Text_Price;
  163. }
  164. }
  165. private Button _Btn_Close1;
  166. public Button Btn_Close1
  167. {
  168. get{
  169. if (_Btn_Close1 == null)
  170. {
  171. _Btn_Close1 = GetUIUnit<Button>("Btn_Close1");
  172. }
  173. return _Btn_Close1;
  174. }
  175. }
  176. #endregion 自定义数据结束
  177. public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
  178. {
  179. await base.SetUIGameObject(gObjectPoolInterface);
  180. Init();
  181. }
  182. }
  183. }