HeroPowerUpPreData.cs 7.9 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. using TMPro;
  7. namespace Fort23.Mono
  8. {
  9. public partial class HeroPowerUpPre
  10. {
  11. #region 自定义数据
  12. private GameObject _objUpgrade;
  13. public GameObject objUpgrade
  14. {
  15. get{
  16. if (_objUpgrade == null)
  17. {
  18. _objUpgrade = GetUIUnit<GameObject>("objUpgrade");
  19. }
  20. return _objUpgrade;
  21. }
  22. }
  23. private GameObject _objPromote;
  24. public GameObject objPromote
  25. {
  26. get{
  27. if (_objPromote == null)
  28. {
  29. _objPromote = GetUIUnit<GameObject>("objPromote");
  30. }
  31. return _objPromote;
  32. }
  33. }
  34. private RectTransform _rtUpgradeBg;
  35. public RectTransform rtUpgradeBg
  36. {
  37. get{
  38. if (_rtUpgradeBg == null)
  39. {
  40. _rtUpgradeBg = GetUIUnit<RectTransform>("rtUpgradeBg");
  41. }
  42. return _rtUpgradeBg;
  43. }
  44. }
  45. private TextMeshProUGUI _txtUpLv1;
  46. public TextMeshProUGUI txtUpLv1
  47. {
  48. get{
  49. if (_txtUpLv1 == null)
  50. {
  51. _txtUpLv1 = GetUIUnit<TextMeshProUGUI>("txtUpLv1");
  52. }
  53. return _txtUpLv1;
  54. }
  55. }
  56. private TextMeshProUGUI _txtUpLv2;
  57. public TextMeshProUGUI txtUpLv2
  58. {
  59. get{
  60. if (_txtUpLv2 == null)
  61. {
  62. _txtUpLv2 = GetUIUnit<TextMeshProUGUI>("txtUpLv2");
  63. }
  64. return _txtUpLv2;
  65. }
  66. }
  67. private GameObject _objAtts;
  68. public GameObject objAtts
  69. {
  70. get{
  71. if (_objAtts == null)
  72. {
  73. _objAtts = GetUIUnit<GameObject>("objAtts");
  74. }
  75. return _objAtts;
  76. }
  77. }
  78. private GameObject _objUpSkill;
  79. public GameObject objUpSkill
  80. {
  81. get{
  82. if (_objUpSkill == null)
  83. {
  84. _objUpSkill = GetUIUnit<GameObject>("objUpSkill");
  85. }
  86. return _objUpSkill;
  87. }
  88. }
  89. private TextMeshProUGUI _txtHPUpLv1;
  90. public TextMeshProUGUI txtHPUpLv1
  91. {
  92. get{
  93. if (_txtHPUpLv1 == null)
  94. {
  95. _txtHPUpLv1 = GetUIUnit<TextMeshProUGUI>("txtHPUpLv1");
  96. }
  97. return _txtHPUpLv1;
  98. }
  99. }
  100. private TextMeshProUGUI _txtHPUpLv2;
  101. public TextMeshProUGUI txtHPUpLv2
  102. {
  103. get{
  104. if (_txtHPUpLv2 == null)
  105. {
  106. _txtHPUpLv2 = GetUIUnit<TextMeshProUGUI>("txtHPUpLv2");
  107. }
  108. return _txtHPUpLv2;
  109. }
  110. }
  111. private TextMeshProUGUI _txtATKUpLv1;
  112. public TextMeshProUGUI txtATKUpLv1
  113. {
  114. get{
  115. if (_txtATKUpLv1 == null)
  116. {
  117. _txtATKUpLv1 = GetUIUnit<TextMeshProUGUI>("txtATKUpLv1");
  118. }
  119. return _txtATKUpLv1;
  120. }
  121. }
  122. private TextMeshProUGUI _txtATKUpLv2;
  123. public TextMeshProUGUI txtATKUpLv2
  124. {
  125. get{
  126. if (_txtATKUpLv2 == null)
  127. {
  128. _txtATKUpLv2 = GetUIUnit<TextMeshProUGUI>("txtATKUpLv2");
  129. }
  130. return _txtATKUpLv2;
  131. }
  132. }
  133. private TextMeshProUGUI _txtDEFUpLv1;
  134. public TextMeshProUGUI txtDEFUpLv1
  135. {
  136. get{
  137. if (_txtDEFUpLv1 == null)
  138. {
  139. _txtDEFUpLv1 = GetUIUnit<TextMeshProUGUI>("txtDEFUpLv1");
  140. }
  141. return _txtDEFUpLv1;
  142. }
  143. }
  144. private TextMeshProUGUI _txtDEFUpLv2;
  145. public TextMeshProUGUI txtDEFUpLv2
  146. {
  147. get{
  148. if (_txtDEFUpLv2 == null)
  149. {
  150. _txtDEFUpLv2 = GetUIUnit<TextMeshProUGUI>("txtDEFUpLv2");
  151. }
  152. return _txtDEFUpLv2;
  153. }
  154. }
  155. private TextMeshProUGUI _txtSHANBIUpLv1;
  156. public TextMeshProUGUI txtSHANBIUpLv1
  157. {
  158. get{
  159. if (_txtSHANBIUpLv1 == null)
  160. {
  161. _txtSHANBIUpLv1 = GetUIUnit<TextMeshProUGUI>("txtSHANBIUpLv1");
  162. }
  163. return _txtSHANBIUpLv1;
  164. }
  165. }
  166. private TextMeshProUGUI _txtSHANBIUpLv2;
  167. public TextMeshProUGUI txtSHANBIUpLv2
  168. {
  169. get{
  170. if (_txtSHANBIUpLv2 == null)
  171. {
  172. _txtSHANBIUpLv2 = GetUIUnit<TextMeshProUGUI>("txtSHANBIUpLv2");
  173. }
  174. return _txtSHANBIUpLv2;
  175. }
  176. }
  177. private MyImage _imgNewSkill4Up;
  178. public MyImage imgNewSkill4Up
  179. {
  180. get{
  181. if (_imgNewSkill4Up == null)
  182. {
  183. _imgNewSkill4Up = GetUIUnit<MyImage>("imgNewSkill4Up");
  184. }
  185. return _imgNewSkill4Up;
  186. }
  187. }
  188. private Text _txtSkillName4Up;
  189. public Text txtSkillName4Up
  190. {
  191. get{
  192. if (_txtSkillName4Up == null)
  193. {
  194. _txtSkillName4Up = GetUIUnit<Text>("txtSkillName4Up");
  195. }
  196. return _txtSkillName4Up;
  197. }
  198. }
  199. private Text _txSkillDesc4Up;
  200. public Text txSkillDesc4Up
  201. {
  202. get{
  203. if (_txSkillDesc4Up == null)
  204. {
  205. _txSkillDesc4Up = GetUIUnit<Text>("txSkillDesc4Up");
  206. }
  207. return _txSkillDesc4Up;
  208. }
  209. }
  210. private Text _txSkillUp;
  211. public Text txSkillUp
  212. {
  213. get{
  214. if (_txSkillUp == null)
  215. {
  216. _txSkillUp = GetUIUnit<Text>("txSkillUp");
  217. }
  218. return _txSkillUp;
  219. }
  220. }
  221. private RectTransform _rtPromoteBg;
  222. public RectTransform rtPromoteBg
  223. {
  224. get{
  225. if (_rtPromoteBg == null)
  226. {
  227. _rtPromoteBg = GetUIUnit<RectTransform>("rtPromoteBg");
  228. }
  229. return _rtPromoteBg;
  230. }
  231. }
  232. private RectTransform _starsPos;
  233. public RectTransform starsPos
  234. {
  235. get{
  236. if (_starsPos == null)
  237. {
  238. _starsPos = GetUIUnit<RectTransform>("starsPos");
  239. }
  240. return _starsPos;
  241. }
  242. }
  243. private List<object> _Stars1;
  244. public List<object> Stars1
  245. {
  246. get{
  247. if (_Stars1 == null)
  248. {
  249. _Stars1 = GetUIUnit<List<object>>("Stars1");
  250. }
  251. return _Stars1;
  252. }
  253. }
  254. private List<object> _Stars2;
  255. public List<object> Stars2
  256. {
  257. get{
  258. if (_Stars2 == null)
  259. {
  260. _Stars2 = GetUIUnit<List<object>>("Stars2");
  261. }
  262. return _Stars2;
  263. }
  264. }
  265. private GameObject _objProSkillUnlock;
  266. public GameObject objProSkillUnlock
  267. {
  268. get{
  269. if (_objProSkillUnlock == null)
  270. {
  271. _objProSkillUnlock = GetUIUnit<GameObject>("objProSkillUnlock");
  272. }
  273. return _objProSkillUnlock;
  274. }
  275. }
  276. private MyImage _imgNewSkill4Pro;
  277. public MyImage imgNewSkill4Pro
  278. {
  279. get{
  280. if (_imgNewSkill4Pro == null)
  281. {
  282. _imgNewSkill4Pro = GetUIUnit<MyImage>("imgNewSkill4Pro");
  283. }
  284. return _imgNewSkill4Pro;
  285. }
  286. }
  287. private Text _txtSkillName4Pro;
  288. public Text txtSkillName4Pro
  289. {
  290. get{
  291. if (_txtSkillName4Pro == null)
  292. {
  293. _txtSkillName4Pro = GetUIUnit<Text>("txtSkillName4Pro");
  294. }
  295. return _txtSkillName4Pro;
  296. }
  297. }
  298. private Text _txSkillLvDesc4Pro;
  299. public Text txSkillLvDesc4Pro
  300. {
  301. get{
  302. if (_txSkillLvDesc4Pro == null)
  303. {
  304. _txSkillLvDesc4Pro = GetUIUnit<Text>("txSkillLvDesc4Pro");
  305. }
  306. return _txSkillLvDesc4Pro;
  307. }
  308. }
  309. private RectTransform _rtSkillUpDi;
  310. public RectTransform rtSkillUpDi
  311. {
  312. get{
  313. if (_rtSkillUpDi == null)
  314. {
  315. _rtSkillUpDi = GetUIUnit<RectTransform>("rtSkillUpDi");
  316. }
  317. return _rtSkillUpDi;
  318. }
  319. }
  320. private GameObject _objUpLvTips;
  321. public GameObject objUpLvTips
  322. {
  323. get{
  324. if (_objUpLvTips == null)
  325. {
  326. _objUpLvTips = GetUIUnit<GameObject>("objUpLvTips");
  327. }
  328. return _objUpLvTips;
  329. }
  330. }
  331. private GameObject _Stars2Obj;
  332. public GameObject Stars2Obj
  333. {
  334. get{
  335. if (_Stars2Obj == null)
  336. {
  337. _Stars2Obj = GetUIUnit<GameObject>("Stars2Obj");
  338. }
  339. return _Stars2Obj;
  340. }
  341. }
  342. private GameObject _Stars1Obj;
  343. public GameObject Stars1Obj
  344. {
  345. get{
  346. if (_Stars1Obj == null)
  347. {
  348. _Stars1Obj = GetUIUnit<GameObject>("Stars1Obj");
  349. }
  350. return _Stars1Obj;
  351. }
  352. }
  353. #endregion 自定义数据结束
  354. public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
  355. {
  356. await base.SetUIGameObject(gObjectPoolInterface);
  357. Init();
  358. }
  359. }
  360. }