Repository URL to install this package:
|
Version:
2023.8.12 ▾
|
/*
* Copyright 2016 Game Server Services, Inc. or its affiliates. All Rights
* Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License").
* You may not use this file except in compliance with the License.
* A copy of the License is located at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* or in the "license" file accompanying this file. This file is distributed
* on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either
* express or implied. See the License for the specific language governing
* permissions and limitations under the License.
*/
// ReSharper disable UnusedAutoPropertyAccessor.Global
// ReSharper disable CheckNamespace
// ReSharper disable RedundantNameQualifier
// ReSharper disable RedundantAssignment
// ReSharper disable NotAccessedVariable
// ReSharper disable RedundantUsingDirective
// ReSharper disable Unity.NoNullPropagation
// ReSharper disable InconsistentNaming
#pragma warning disable CS0472
using System.Collections.Generic;
using Gs2.Unity.Gs2Limit.ScriptableObject;
using Gs2.Unity.UiKit.Core;
using Gs2.Unity.UiKit.Gs2Limit.Context;
using Gs2.Unity.UiKit.Gs2Limit.Fetcher;
using UnityEngine;
namespace Gs2.Unity.UiKit.Gs2Limit
{
/// <summary>
/// Main
/// </summary>
[AddComponentMenu("GS2 UIKit/Limit/LimitModel/View/Gs2LimitLimitModelList")]
public partial class Gs2LimitLimitModelList : MonoBehaviour
{
private List<Gs2LimitLimitModelContext> _children;
public void Update() {
if (_fetcher.Fetched && this._fetcher.LimitModels != null) {
for (var i = 0; i < this.maximumItems; i++) {
if (i < this._fetcher.LimitModels.Count) {
_children[i].SetLimitModel(
LimitModel.New(
this._fetcher.Context.Namespace,
this._fetcher.LimitModels[i].Name
)
);
_children[i].gameObject.SetActive(true);
}
else {
_children[i].gameObject.SetActive(false);
}
}
}
}
}
/// <summary>
/// Dependent components
/// </summary>
public partial class Gs2LimitLimitModelList
{
private Gs2LimitLimitModelListFetcher _fetcher;
public Gs2LimitNamespaceContext Context => _fetcher.Context;
public void Awake()
{
if (prefab == null) {
Debug.LogError($"{gameObject.GetFullPath()}: Couldn't find the Gs2LimitLimitModelContext Prefab.");
enabled = false;
return;
}
_fetcher = GetComponent<Gs2LimitLimitModelListFetcher>() ?? GetComponentInParent<Gs2LimitLimitModelListFetcher>();
if (_fetcher == null) {
Debug.LogError($"{gameObject.GetFullPath()}: Couldn't find the Gs2LimitLimitModelListFetcher.");
enabled = false;
return;
}
var context = GetComponent<Gs2LimitNamespaceContext>() ?? GetComponentInParent<Gs2LimitNamespaceContext>(true);
if (context == null) {
Debug.LogError($"{gameObject.GetFullPath()}: Couldn't find the Gs2LimitLimitModelListFetcher::Context.");
enabled = false;
return;
}
_children = new List<Gs2LimitLimitModelContext>();
for (var i = 0; i < this.maximumItems; i++) {
var node = Instantiate(this.prefab, transform);
node.LimitModel = LimitModel.New(
context.Namespace,
""
);
node.gameObject.SetActive(false);
_children.Add(node);
}
this.prefab.gameObject.SetActive(false);
}
public virtual bool HasError()
{
_fetcher = GetComponent<Gs2LimitLimitModelListFetcher>() ?? GetComponentInParent<Gs2LimitLimitModelListFetcher>(true);
if (_fetcher == null) {
return true;
}
return false;
}
}
/// <summary>
/// Public properties
/// </summary>
public partial class Gs2LimitLimitModelList
{
}
/// <summary>
/// Parameters for Inspector
/// </summary>
public partial class Gs2LimitLimitModelList
{
public Gs2LimitLimitModelContext prefab;
public int maximumItems;
}
/// <summary>
/// Event handlers
/// </summary>
public partial class Gs2LimitLimitModelList
{
}
}