using UnityEngine; using UnityEngine.UI; using QFramework; using System.Collections.Generic; namespace QFramework { public class PC_PranticeResultPanelData : UIPanelData { public List pranticeProcessElementsData = new List(); } public partial class PC_PranticeResultPanel : UIPanel { protected override void ProcessMsg(int eventId, QMsg msg) { throw new System.NotImplementedException(); } protected override void OnInit(IUIData uiData = null) { mData = uiData as PC_PranticeResultPanelData ?? new PC_PranticeResultPanelData(); // please add init code here ConfirmBtn.onClick.AddListener(OnConfirmBtnClick); } protected override void OnOpen(IUIData uiData = null) { mData = uiData as PC_PranticeResultPanelData ?? new PC_PranticeResultPanelData(); foreach (var element in mData.pranticeProcessElementsData) { GameObject tmpObj = Instantiate(Item.gameObject, Content); PranticeResultItem tmpResultItem = tmpObj.GetComponent(); tmpObj.SetActive(true); tmpResultItem.Init(element); } } void Update() { if (PranticeManagerForPC.instance.IsFinishUpLoad()) { ConfirmBtn.GetComponentInChildren().text = "确定"; ConfirmBtn.interactable = true; } else { ConfirmBtn.GetComponentInChildren().text = "正在上传"; ConfirmBtn.interactable = false; } } private void OnConfirmBtnClick() { CloseSelf(); } protected override void OnShow() { } protected override void OnHide() { } protected override void OnClose() { } } }