using System; using I2.Loc; using UnityEngine; public class ItemInfoWnd : MonoBehaviour { private void Start() { GameObject childObject = UTY.GetChildObject(base.gameObject, "Base", false); this.m_uiBase = childObject.GetComponent(); GameObject childObject2 = UTY.GetChildObject(childObject, "Title", false); this.m_uiTitle = childObject2.GetComponent(); GameObject childObject3 = UTY.GetChildObject(childObject, "Info", false); this.m_uiInfo = childObject3.GetComponent(); GameObject childObject4 = UTY.GetChildObject(childObject, "Icon", false); this.m_uiIcon = childObject4.GetComponent(); this.m_uiBase.color = new Color(1f, 1f, 1f, 0f); } public void Open(Vector3 f_vecPos, Texture2D f_texIcon, string f_strTitle, string f_strInfo, int group_num = 0) { Transform transform = this.m_uiBase.gameObject.transform; transform.position = f_vecPos; float y = transform.localPosition.y; transform.localPosition = this.m_vecOffsetPos + new Vector3(-337f, y, 0f); if (-512f > transform.localPosition.y - 90f) { Vector3 vecOffsetPos = this.m_vecOffsetPos; vecOffsetPos.y *= -1f; transform.localPosition = vecOffsetPos + new Vector3(-337f, y, 0f); } Sprite sprite2D = Sprite.Create(f_texIcon, new Rect(0f, 0f, (float)f_texIcon.width, (float)f_texIcon.height), default(Vector2)); this.m_uiIcon.sprite2D = sprite2D; this.m_uiTitle.text = f_strTitle; if (0 < group_num) { this.m_uiInfo.text = string.Concat(new object[] { LocalizationManager.GetTranslation("SceneEdit/インフォ文/全", true, 0, true, false, null, null), group_num, LocalizationManager.GetTranslation("SceneEdit/インフォ文/種", true, 0, true, false, null, null), "\n", f_strInfo }); } else { this.m_uiInfo.text = f_strInfo; } this.m_uiBase.color = new Color(1f, 1f, 1f, 1f); } public void Close() { this.m_uiIcon.sprite2D = null; this.m_uiTitle.text = string.Empty; this.m_uiInfo.text = string.Empty; this.m_uiBase.color = new Color(1f, 1f, 1f, 0f); } private void Update() { } private UISprite m_uiBase; private UILabel m_uiTitle; private UILabel m_uiInfo; private UI2DSprite m_uiIcon; public Vector3 m_vecOffsetPos; }