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- using System;
- using System.Collections.Generic;
- using I2.Loc;
- using UnityEngine;
- using wf;
- namespace SceneEditWindow
- {
- [AddComponentMenu("SceneEditWindow/PresetSaveWindow")]
- public class PresetSaveWindow : BasePhotoWindow
- {
- public override string windowName
- {
- get
- {
- return "PresetSaveIconWindow";
- }
- }
- public override void Awake()
- {
- base.Awake();
- for (int i = 0; i < PresetSaveWindow.termNames.Length; i++)
- {
- UIWFTabButton uiwftabButton = this.CreateItemObject(this.itemGrit.gameObject, PresetSaveWindow.termNames[i]);
- uiwftabButton.name = i.ToString();
- EventDelegate.Add(uiwftabButton.onClick, delegate()
- {
- this.OnClickItem((PresetSaveWindow.SaveType)int.Parse(UIButton.current.name));
- });
- }
- this.UpdateChildren();
- }
- protected virtual void OnDestroy()
- {
- foreach (KeyValuePair<string, Texture> keyValuePair in this.texDic)
- {
- UnityEngine.Object.DestroyImmediate(keyValuePair.Value);
- }
- this.texDic.Clear();
- }
- protected void OnClickItem(PresetSaveWindow.SaveType type)
- {
- if (this.onClickPresetSaveEvent != null)
- {
- this.onClickPresetSaveEvent(type);
- }
- }
- protected UIWFTabButton CreateItemObject(GameObject parent, string termName)
- {
- GameObject gameObject = Utility.CreatePrefab(parent, "SceneEdit/WindowParts/PresetSaveItem", true);
- gameObject.GetComponentInChildren<Localize>().SetTerm(termName);
- return gameObject.GetComponent<UIWFTabButton>();
- }
- public static readonly string[] termNames = new string[]
- {
- "SceneEdit/プリセット/スプライト/体と服80",
- "SceneEdit/プリセット/スプライト/服80",
- "SceneEdit/プリセット/スプライト/体80"
- };
- [SerializeField]
- public SceneEdit sceneEdit;
- [SerializeField]
- private UIGrid itemGrit;
- public Action<PresetSaveWindow.SaveType> onClickPresetSaveEvent;
- private Dictionary<string, Texture> texDic = new Dictionary<string, Texture>();
- public enum SaveType
- {
- All,
- ClothesOnly,
- BodyOnly
- }
- }
- }
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