HeroBreakthroughPanelData.cs 3.5 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 HeroBreakthroughPanel
  9. {
  10. #region 自定义数据
  11. private Text _Text_CurrrentJIngjie;
  12. public Text Text_CurrrentJIngjie
  13. {
  14. get{
  15. if (_Text_CurrrentJIngjie == null)
  16. {
  17. _Text_CurrrentJIngjie = GetUIUnit<Text>("Text_CurrrentJIngjie");
  18. }
  19. return _Text_CurrrentJIngjie;
  20. }
  21. }
  22. private Text _Text_NextJinfjie;
  23. public Text Text_NextJinfjie
  24. {
  25. get{
  26. if (_Text_NextJinfjie == null)
  27. {
  28. _Text_NextJinfjie = GetUIUnit<Text>("Text_NextJinfjie");
  29. }
  30. return _Text_NextJinfjie;
  31. }
  32. }
  33. private Text _Text_CombatTitle;
  34. public Text Text_CombatTitle
  35. {
  36. get{
  37. if (_Text_CombatTitle == null)
  38. {
  39. _Text_CombatTitle = GetUIUnit<Text>("Text_CombatTitle");
  40. }
  41. return _Text_CombatTitle;
  42. }
  43. }
  44. private Button _Btn_StartCombat;
  45. public Button Btn_StartCombat
  46. {
  47. get{
  48. if (_Btn_StartCombat == null)
  49. {
  50. _Btn_StartCombat = GetUIUnit<Button>("Btn_StartCombat");
  51. }
  52. return _Btn_StartCombat;
  53. }
  54. }
  55. private RectTransform _Content;
  56. public RectTransform Content
  57. {
  58. get{
  59. if (_Content == null)
  60. {
  61. _Content = GetUIUnit<RectTransform>("Content");
  62. }
  63. return _Content;
  64. }
  65. }
  66. private Text _Text_FailDesc;
  67. public Text Text_FailDesc
  68. {
  69. get{
  70. if (_Text_FailDesc == null)
  71. {
  72. _Text_FailDesc = GetUIUnit<Text>("Text_FailDesc");
  73. }
  74. return _Text_FailDesc;
  75. }
  76. }
  77. private Text _Text_SucceedDesc;
  78. public Text Text_SucceedDesc
  79. {
  80. get{
  81. if (_Text_SucceedDesc == null)
  82. {
  83. _Text_SucceedDesc = GetUIUnit<Text>("Text_SucceedDesc");
  84. }
  85. return _Text_SucceedDesc;
  86. }
  87. }
  88. private Button _Btn_Cancel;
  89. public Button Btn_Cancel
  90. {
  91. get{
  92. if (_Btn_Cancel == null)
  93. {
  94. _Btn_Cancel = GetUIUnit<Button>("Btn_Cancel");
  95. }
  96. return _Btn_Cancel;
  97. }
  98. }
  99. private Button _Btn_Affirm;
  100. public Button Btn_Affirm
  101. {
  102. get{
  103. if (_Btn_Affirm == null)
  104. {
  105. _Btn_Affirm = GetUIUnit<Button>("Btn_Affirm");
  106. }
  107. return _Btn_Affirm;
  108. }
  109. }
  110. private Text _Text_TitleName;
  111. public Text Text_TitleName
  112. {
  113. get{
  114. if (_Text_TitleName == null)
  115. {
  116. _Text_TitleName = GetUIUnit<Text>("Text_TitleName");
  117. }
  118. return _Text_TitleName;
  119. }
  120. }
  121. private RectTransform _CombatRoot;
  122. public RectTransform CombatRoot
  123. {
  124. get{
  125. if (_CombatRoot == null)
  126. {
  127. _CombatRoot = GetUIUnit<RectTransform>("CombatRoot");
  128. }
  129. return _CombatRoot;
  130. }
  131. }
  132. private Button _Btn_Close;
  133. public Button Btn_Close
  134. {
  135. get{
  136. if (_Btn_Close == null)
  137. {
  138. _Btn_Close = GetUIUnit<Button>("Btn_Close");
  139. }
  140. return _Btn_Close;
  141. }
  142. }
  143. private GameObject _CombatTrue;
  144. public GameObject CombatTrue
  145. {
  146. get{
  147. if (_CombatTrue == null)
  148. {
  149. _CombatTrue = GetUIUnit<GameObject>("CombatTrue");
  150. }
  151. return _CombatTrue;
  152. }
  153. }
  154. #endregion 自定义数据结束
  155. public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
  156. {
  157. await base.SetUIGameObject(gObjectPoolInterface);
  158. Init();
  159. }
  160. }
  161. }