using System.Collections; using System.Collections.Generic; using UnityEngine; public class PanelWeaponBar : PanelBase { public UIWeaponWidget m_WeaponTemplate; public UISimpleGrid m_WeaponGrid; private List m_Weapons = new List(); public override void Set(object param) { m_WeaponTemplate.gameObject.SetActive(false); for (int i = 0; i < PlayerManager.Instance.weapons.Count; ++i) { UIWeaponWidget widget = MakeWeaponWidget(PlayerManager.Instance.weapons[i]); m_Weapons.Add(widget); } } UIWeaponWidget MakeWeaponWidget(WeaponBase weapon) { UIWeaponWidget widget = Instantiate(m_WeaponTemplate); widget.transform.SetParent(m_WeaponGrid.transform); widget.gameObject.SetActive(true); widget.GetComponent().anchoredPosition = new Vector2(0, 0); #if UNITY_EDITOR widget.name = "weapon (" + weapon.name + ")"; #endif UIWeaponWidgetParam param = new UIWeaponWidgetParam(); param.weapon = weapon; widget.Set(param); return widget; } }