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using System;
using System.Collections.Generic;
using UILib;
using UnityEngine;
using XUtliPoolLib;
namespace XMainClient.UI
{
internal class BattleDebugHandler : DlgHandlerBase
{
public XUIPool m_EnmityListPool = new XUIPool(XSingleton<XGameUI>.singleton.m_uiTool);
protected override void Init()
{
base.Init();
Transform transform = base.PanelObject.transform.Find("template");
this.m_EnmityListPool.SetupPool(transform.parent.gameObject, transform.gameObject, 10u, false);
}
protected override void OnShow()
{
base.OnShow();
this.m_EnmityListPool.ReturnAll(false);
}
public override void OnUpdate()
{
base.OnUpdate();
}
public void UpdateEnmityList(List<Enmity> enmity)
{
this.m_EnmityListPool.ReturnAll(false);
for (int i = 0; i < enmity.Count; i++)
{
GameObject gameObject = this.m_EnmityListPool.FetchGameObject(false);
gameObject.transform.localPosition = new Vector3(this.m_EnmityListPool.TplPos.x, this.m_EnmityListPool.TplPos.y - (float)(i * this.m_EnmityListPool.TplHeight), this.m_EnmityListPool.TplPos.z);
IXUILabel ixuilabel = gameObject.transform.Find("name").GetComponent("XUILabel") as IXUILabel;
ixuilabel.SetText(enmity[i].entity.Name + ":" + enmity[i].value.ToString());
}
}
}
}
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