HeroBreakthroughSuccessPanelData.cs 1.8 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. private MyImage _Icon_Tu;
  56. public MyImage Icon_Tu
  57. {
  58. get{
  59. if (_Icon_Tu == null)
  60. {
  61. _Icon_Tu = GetUIUnit<MyImage>("Icon_Tu");
  62. }
  63. return _Icon_Tu;
  64. }
  65. }
  66. private MyImage _Icon_Dj;
  67. public MyImage Icon_Dj
  68. {
  69. get{
  70. if (_Icon_Dj == null)
  71. {
  72. _Icon_Dj = GetUIUnit<MyImage>("Icon_Dj");
  73. }
  74. return _Icon_Dj;
  75. }
  76. }
  77. #endregion 自定义数据结束
  78. public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
  79. {
  80. await base.SetUIGameObject(gObjectPoolInterface);
  81. Init();
  82. }
  83. }
  84. }