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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PanelWeaponBar : PanelBase
{
public UIWeaponWidget m_WeaponTemplate;
public UISimpleGrid m_WeaponGrid;
private List<UIWeaponWidget> m_Weapons = new List<UIWeaponWidget>();
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<UIWeaponWidget>(m_WeaponTemplate);
widget.transform.SetParent(m_WeaponGrid.transform);
widget.gameObject.SetActive(true);
widget.GetComponent<RectTransform>().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;
}
}
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