using Assets.Cyp.Common; using Assets.Scripts; using Assets.Scripts.Apis.Models; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class MapListController : MonoBehaviour { // Start is called before the first frame update [SerializeField] GameObject map; [SerializeField] GameObject content; [SerializeField] Dropdown hardSelector; [HideInInspector] public int pageIndex = 0; [HideInInspector] public int pageSize = 20; [HideInInspector] public string hard = "全部"; public GameObject Content { get { return content; } } private bool isEnd = false; void Start() { if (hardSelector != null) { hardSelector.onValueChanged.AddListener(ChangeHard); } if (content!=null) { var transform = content.transform.GetComponent(); var layout = content.GetComponent(); if (layout != null) { var width = transform.rect.width; layout.cellSize = new Vector2((width - 120) / 5, (width - 120) / 5); } } GetList(); //var obj = Instantiate(Resources.Load("Canvas")); //obj.transform.parent = transform.parent; } private void ChangeHard(int index) { var text = hardSelector.options[index].text; if (text == "全部难度") { } } public void GetList() { if (isEnd) return; var res = Global.mapApi.GetList(pageIndex, pageSize, ""); if (res.result) { if (res.data.Count == 0) { isEnd = true; } else { DisplayMaps(res.data); } } } void DisplayMaps(List list) { if (map != null) { foreach (var item in list) { var obj = Instantiate(map); obj.GetComponent().Initial(item); //obj.SendMessage("Initial", ); obj.transform.parent = content.transform; obj.transform.localScale = new Vector3(1, 1, 1); } } } public void Refresh() { content.transform.DestroyChildren(); pageIndex = 0; GetList(); } // Update is called once per frame void Update() { } }