using System.Collections; using System.Collections.Generic; using UnityEngine; using XLua; namespace Coolape { public class CLUILoopItems : UIWrapContent { public ArrayList list; public object initCellFunc; bool isInited = false; // Use this for initialization protected override void Start () { if (isInited) return; isInited = true; onInitializeItem = initCell; base.Start (); } ArrayList wrapList (object data) { ArrayList _list = null; if (data is LuaTable) { _list = CLUtlLua.luaTableVals2List ((LuaTable)data); } else if (data is ArrayList) { _list = (ArrayList)data; } else if (data is object[]) { _list = new ArrayList (); _list.AddRange ((object[])data); } if (_list == null) { _list = new ArrayList (); } return _list; } public void setList (object dataList, object initCell) { Start (); this.list = wrapList (dataList); this.initCellFunc = initCell; // if (list != null && list.Count > 1) { // minIndex = 0; // maxIndex = list.Count; // } WrapContent (); } void initCell (GameObject go, int wrapIndex, int realIndex) { Debug.Log (wrapIndex + "========" + realIndex); if (initCellFunc != null && realIndex >= 0 && list != null && realIndex < list.Count) { Utl.doCallback (initCellFunc, go.GetComponent (), list [realIndex]); } } } }