ISAP/Assets/Scripts/UI/UIQuitAll.cs

58 lines
1.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class UIQuitAll : UIBase
{
public Button close;
public List<Button> questions;
List<DataItem2> currentPeoplesQuestion;
public Transform content;
public GameObject button;
private void Awake()
{
close.onClick.AddListener(() =>
{
UIManager.Instance.DestoryUI(UIType.UIQuitAll);
UIManager.Instance.ShowMainUI();
});
//for (int i = 0; i < questions.Length; i++)
//{
// questions[i].onClick.AddListener(() => { UIManager.Instance.OpenUI(UIType.UIAnswer); });
//}
currentPeoplesQuestion = new List<DataItem2>();
questions = new List<Button>();
var allQuestion = DataManager.Instance.currentPeoplesQuestion;
for (int i = 0; i < allQuestion.Count; i++)
{
if (allQuestion[i].type == 4)
{
currentPeoplesQuestion.Add(allQuestion[i]);
}
}
for (int i = 0; i < currentPeoplesQuestion.Count; i++)
{
var newUI = GameObject.Instantiate(button, content);
newUI.SetActive(true);
var tempData = currentPeoplesQuestion[i];
newUI.GetComponentInChildren<TextMeshProUGUI>().text = tempData.title;
var btn = newUI.GetComponent<Button>();
questions.Add(btn);
}
for (int i = 0; i < questions.Count; i++)
{
questions[i].onClick.AddListener(() =>
{
DataManager.Instance.currentQuitQuestion = currentPeoplesQuestion[i];
UIManager.Instance.OpenUI(UIType.UIAnswer);
});
}
}
}