using System; using UILib; using UnityEngine; using XMainClient.UI.UICommon; using XUtliPoolLib; namespace XMainClient.UI { internal class XGuildPortraitBehaviour : DlgBehaviourBase { public IXUIButton m_Close = null; public IXUIButton m_BtnOK; public GameObject[] m_PortraitList = new GameObject[XGuildPortraitView.PORTRAIT_COUNT]; public GameObject[] m_SelectorList = new GameObject[XGuildPortraitView.PORTRAIT_COUNT]; public XUIPool m_PortraitPool = new XUIPool(XSingleton.singleton.m_uiTool); private void Awake() { this.m_Close = (base.transform.Find("Bg/Close").GetComponent("XUIButton") as IXUIButton); this.m_BtnOK = (base.transform.Find("Bg/OK").GetComponent("XUIButton") as IXUIButton); Transform transform = base.transform.Find("Bg/PortraitList/PortraitTpl"); this.m_PortraitPool.SetupPool(transform.parent.gameObject, transform.gameObject, (uint)XGuildPortraitView.PORTRAIT_COUNT, false); Vector3 tplPos = this.m_PortraitPool.TplPos; for (int i = 0; i < XGuildPortraitView.PORTRAIT_COUNT; i++) { GameObject gameObject = this.m_PortraitPool.FetchGameObject(false); gameObject.transform.localPosition = new Vector3(tplPos.x + (float)(i % XGuildPortraitView.COL_COUNT * this.m_PortraitPool.TplWidth), tplPos.y - (float)(i / XGuildPortraitView.COL_COUNT * this.m_PortraitPool.TplHeight)); this.m_PortraitList[i] = gameObject.transform.Find("Portrait").gameObject; this.m_SelectorList[i] = gameObject.transform.Find("Selector").gameObject; } } } }