CombatPanelData.cs 2.4 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 CombatPanel
  9. {
  10. #region 自定义数据
  11. private Slider _CameraSelect;
  12. public Slider CameraSelect
  13. {
  14. get{
  15. if (_CameraSelect == null)
  16. {
  17. _CameraSelect = GetUIUnit<Slider>("CameraSelect");
  18. }
  19. return _CameraSelect;
  20. }
  21. }
  22. private Button _bnt_shengShi;
  23. public Button bnt_shengShi
  24. {
  25. get{
  26. if (_bnt_shengShi == null)
  27. {
  28. _bnt_shengShi = GetUIUnit<Button>("bnt_shengShi");
  29. }
  30. return _bnt_shengShi;
  31. }
  32. }
  33. private GameObject _PlayerHpWidget;
  34. public GameObject PlayerHpWidget
  35. {
  36. get{
  37. if (_PlayerHpWidget == null)
  38. {
  39. _PlayerHpWidget = GetUIUnit<GameObject>("PlayerHpWidget");
  40. }
  41. return _PlayerHpWidget;
  42. }
  43. }
  44. private RectTransform _DynamicEvent;
  45. public RectTransform DynamicEvent
  46. {
  47. get{
  48. if (_DynamicEvent == null)
  49. {
  50. _DynamicEvent = GetUIUnit<RectTransform>("DynamicEvent");
  51. }
  52. return _DynamicEvent;
  53. }
  54. }
  55. private GameObject _ShengShiEventWidget;
  56. public GameObject ShengShiEventWidget
  57. {
  58. get{
  59. if (_ShengShiEventWidget == null)
  60. {
  61. _ShengShiEventWidget = GetUIUnit<GameObject>("ShengShiEventWidget");
  62. }
  63. return _ShengShiEventWidget;
  64. }
  65. }
  66. private GameObject _MagicWeaponWidget;
  67. public GameObject MagicWeaponWidget
  68. {
  69. get{
  70. if (_MagicWeaponWidget == null)
  71. {
  72. _MagicWeaponWidget = GetUIUnit<GameObject>("MagicWeaponWidget");
  73. }
  74. return _MagicWeaponWidget;
  75. }
  76. }
  77. private RectTransform _MagicWeapon;
  78. public RectTransform MagicWeapon
  79. {
  80. get{
  81. if (_MagicWeapon == null)
  82. {
  83. _MagicWeapon = GetUIUnit<RectTransform>("MagicWeapon");
  84. }
  85. return _MagicWeapon;
  86. }
  87. }
  88. private Toggle _AutoUse;
  89. public Toggle AutoUse
  90. {
  91. get{
  92. if (_AutoUse == null)
  93. {
  94. _AutoUse = GetUIUnit<Toggle>("AutoUse");
  95. }
  96. return _AutoUse;
  97. }
  98. }
  99. #endregion 自定义数据结束
  100. public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
  101. {
  102. await base.SetUIGameObject(gObjectPoolInterface);
  103. Init();
  104. }
  105. }
  106. }