Files
Dpr-ScriptsOnly/Assets/DPR/UI/SelectLanguageWindow.cs
2023-07-14 14:42:33 -05:00

123 lines
2.2 KiB
C#

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<UIWindow> _onClosed;
public int SelectIndex
{
get
{
return _selectIndex;
}
}
//protected override void OnCreate()
//{
//base.OnCreate();
//_animator = GetComponentInChildren<Animator>();
//}
public void Open(int prevWindowId)
{
//StartCoroutine(OpOpen(prevWindowId));
}
public IEnumerator OpOpen(object prevWindowId)
{
return null;
}
//public void Close(Action<UIWindow> onClosed, int nextWindowId)
//{
//_onClosed = onClosed;
//StartCoroutine(OpClose(nextWindowId));
//}
public IEnumerator OpClose(object onClosed_, object nextWindowId)
{
return null;
}
//public void Destroy(Action<UIWindow> 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;
}
}