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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<XGameUI>.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;
}
}
}
}
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