using System; using System.Collections; using System.Reflection.Emit; using UnityEditor.PackageManager.UI; using UnityEngine; namespace Dpr.UI { public class SelectLanguageWindow { private int _selectIndex; private Animator _animator; //private Action _onClosed; public int SelectIndex { get { return _selectIndex; } } //protected override void OnCreate() //{ //base.OnCreate(); //_animator = GetComponentInChildren(); //} public void Open(int prevWindowId) { //StartCoroutine(OpOpen(prevWindowId)); } public IEnumerator OpOpen(object prevWindowId) { return null; } //public void Close(Action onClosed, int nextWindowId) //{ //_onClosed = onClosed; //StartCoroutine(OpClose(nextWindowId)); //} public IEnumerator OpClose(object onClosed_, object nextWindowId) { return null; } //public void Destroy(Action onClosed) //{ //UIManager.Instance.ReleaseUIWindow(this); //if (onClosed != null) //{ //onClosed(this); //} //} private void OnUpdate(bool deltaTime) { } private void OpenConfirmMessageWindow() { } private void UpdateSelect(bool deltaTime) { } private bool SetSelectIndex(int index, bool isInitialized) { return false; } protected virtual void OnAddContextMenuYesNoItemParams(object contextMenuItemParams) { } public GameObject _content; public GameObject _cursor; public int _columnNum; public int _rowNum; public GameObject _items; public int _reloadAllMsbtState; public GameObject onReloadLanguage; private void Dispose() { } private bool MoveNext() { return false; } private object Current { get { return null; } } private void Reset() { } public GameObject nextWindowId; public GameObject prevWindowId; } }