using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class TaskListPanel : MonoBehaviour { public Button taskTpye_allButton; public Button taskTpye_dianQiButton; public Button taskTpye_zhaZhanButton; public Button taskTpye_diFangButton; public Button taskTpye_jianZhuButton; public Button taskTpye_zhuanXiangButton; public GameObject taskItemPrefab; public Transform itemContent; public List taskItemList = new List(); public GCYWLayer gcywLayer; private void Awake() { } public void SetData(GCYWLayer baseLayer) { gcywLayer = baseLayer; for (int i = 0; i < taskItemList.Count; i++) { Destroy(taskItemList[i].gameObject); } taskItemList.Clear(); for (int i = 0; i < GlobalData.B08TaskListInfos.Length; i++) { var taskInfoList = GlobalData.B08TaskListInfos[i].data.list; if (taskInfoList != null) { for (int j = 0; j < taskInfoList.Length; j++) { B08_TaskListItem tempItem = Instantiate(taskItemPrefab, itemContent).GetComponent(); tempItem.Init(); tempItem.SetData(gcywLayer,taskInfoList[j],i); taskItemList.Add(tempItem); } } } } }