using System.Collections.Generic; using UnityEngine; namespace Wizard; public class MyRotationAbilityDetailDialog : MonoBehaviour { [SerializeField] private FlexibleGrid _grid; [SerializeField] private MyRotationAbilityDetailDialogItem _itemOriginal; [SerializeField] private GameObject _lineOriginal; public static DialogBase Create(List abilityGroupList) { DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose(); dialogBase.SetTitleLabel(Data.SystemText.Get("MyRotation_ID_11")); GameObject gameObject = Object.Instantiate(Resources.Load("UI/layoutParts/MyRotation/MyRotationAbilityDetailDialog")) as GameObject; dialogBase.SetObj(gameObject); dialogBase.SetSize(DialogBase.Size.M); dialogBase.SetButtonLayout(DialogBase.ButtonLayout.CloseBtn); gameObject.GetComponent().Initialize(abilityGroupList); return dialogBase; } private void Initialize(List abilityGroupList) { _itemOriginal.gameObject.SetActive(value: false); _lineOriginal.SetActive(value: false); bool flag = true; foreach (MyRotationAbilityGroup abilityGroup in abilityGroupList) { if (abilityGroup.AbilityList.Count != 0) { if (!flag) { NGUITools.AddChild(_grid.gameObject, _lineOriginal).SetActive(value: true); } GameObject obj = NGUITools.AddChild(_grid.gameObject, _itemOriginal.gameObject); obj.SetActive(value: true); obj.GetComponent().Initialize(abilityGroup); flag = false; } } _grid.Reposition(); } }