SelectBreakthroughItemPanelData.cs 2.7 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 SelectBreakthroughItemPanel
  9. {
  10. #region 自定义数据
  11. private Text _Text_SucceedDesc;
  12. public Text Text_SucceedDesc
  13. {
  14. get{
  15. if (_Text_SucceedDesc == null)
  16. {
  17. _Text_SucceedDesc = GetUIUnit<Text>("Text_SucceedDesc");
  18. }
  19. return _Text_SucceedDesc;
  20. }
  21. }
  22. private Text _Text_FailDesc;
  23. public Text Text_FailDesc
  24. {
  25. get{
  26. if (_Text_FailDesc == null)
  27. {
  28. _Text_FailDesc = GetUIUnit<Text>("Text_FailDesc");
  29. }
  30. return _Text_FailDesc;
  31. }
  32. }
  33. private Button _Btn_Cancel;
  34. public Button Btn_Cancel
  35. {
  36. get{
  37. if (_Btn_Cancel == null)
  38. {
  39. _Btn_Cancel = GetUIUnit<Button>("Btn_Cancel");
  40. }
  41. return _Btn_Cancel;
  42. }
  43. }
  44. private Button _Btn_Affirm;
  45. public Button Btn_Affirm
  46. {
  47. get{
  48. if (_Btn_Affirm == null)
  49. {
  50. _Btn_Affirm = GetUIUnit<Button>("Btn_Affirm");
  51. }
  52. return _Btn_Affirm;
  53. }
  54. }
  55. private Text _Text_ItemName;
  56. public Text Text_ItemName
  57. {
  58. get{
  59. if (_Text_ItemName == null)
  60. {
  61. _Text_ItemName = GetUIUnit<Text>("Text_ItemName");
  62. }
  63. return _Text_ItemName;
  64. }
  65. }
  66. private MyImage _Icon_ItemIcon;
  67. public MyImage Icon_ItemIcon
  68. {
  69. get{
  70. if (_Icon_ItemIcon == null)
  71. {
  72. _Icon_ItemIcon = GetUIUnit<MyImage>("Icon_ItemIcon");
  73. }
  74. return _Icon_ItemIcon;
  75. }
  76. }
  77. private Text _Text_ItemDesc;
  78. public Text Text_ItemDesc
  79. {
  80. get{
  81. if (_Text_ItemDesc == null)
  82. {
  83. _Text_ItemDesc = GetUIUnit<Text>("Text_ItemDesc");
  84. }
  85. return _Text_ItemDesc;
  86. }
  87. }
  88. private Text _Text_NoEnough;
  89. public Text Text_NoEnough
  90. {
  91. get{
  92. if (_Text_NoEnough == null)
  93. {
  94. _Text_NoEnough = GetUIUnit<Text>("Text_NoEnough");
  95. }
  96. return _Text_NoEnough;
  97. }
  98. }
  99. private Button _Btn_Close;
  100. public Button Btn_Close
  101. {
  102. get{
  103. if (_Btn_Close == null)
  104. {
  105. _Btn_Close = GetUIUnit<Button>("Btn_Close");
  106. }
  107. return _Btn_Close;
  108. }
  109. }
  110. private Text _Text_Affirm;
  111. public Text Text_Affirm
  112. {
  113. get{
  114. if (_Text_Affirm == null)
  115. {
  116. _Text_Affirm = GetUIUnit<Text>("Text_Affirm");
  117. }
  118. return _Text_Affirm;
  119. }
  120. }
  121. #endregion 自定义数据结束
  122. public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
  123. {
  124. await base.SetUIGameObject(gObjectPoolInterface);
  125. Init();
  126. }
  127. }
  128. }