public void CreateRoom_Relax_Phone()
 {
     HallTransfer.RoomInfoS roomInfo;
     for (int i = 0; i < m_lstRoomInfoList.Count; i++)
     {
         roomInfo = m_lstRoomInfoList[i];
         GameObject temp_obj = null;
         temp_obj = (GameObject)Instantiate(m_objCurGameRoomItem, Vector3.zero, m_objCurGameRoomItem.transform.localRotation);
         Debug.LogWarning("CurGameRoomItem:" + m_objCurGameRoomItem.name);
         temp_obj.transform.name       = "RoomItem" + m_lstRoomItemList.Count.ToString();
         temp_obj.transform.parent     = m_objCurRoomGrid.transform;
         temp_obj.transform.localScale = Vector3.one;
         temp_obj.SetActive(true);
         UIEventListener.Get(temp_obj).onClick = GameRoom_OnClick;
         CGameRoomItem roomItem = temp_obj.GetComponent <CGameRoomItem>();
         roomItem.UpdateRoomItem(roomInfo);
         // 休闲版独立更新游戏房间图片(暂时)
         roomItem.UpdateRoomSprite((i % 4));
         m_lstRoomItemList.Add(roomItem);
     }
     Invoke("ResetRoomPosition_default", 0f);
 }
    public void CreateRoom_Relax()
    {
        HallTransfer.RoomInfoS roomInfo;
        for (int i = 0; i < m_lstRoomInfoList.Count; i++)
        {
            roomInfo = m_lstRoomInfoList[i];
            GameObject temp_obj = null;
            temp_obj = (GameObject)Instantiate(m_objCurGameRoomItem, Vector3.zero, m_objCurGameRoomItem.transform.localRotation);
            Debug.LogWarning("CurGameRoomItem:" + m_objCurGameRoomItem.name);
            temp_obj.transform.name       = "RoomItem" + m_lstRoomItemList.Count.ToString();
            temp_obj.transform.parent     = m_objCurRoomGrid.transform;
            temp_obj.transform.localScale = Vector3.one;
            temp_obj.SetActive(true);
            UIEventListener.Get(temp_obj).onClick = GameRoom_OnClick;
            CGameRoomItem roomItem = temp_obj.GetComponent <CGameRoomItem>();
            roomItem.UpdateRoomItem(roomInfo);
            // 休闲版独立更新游戏房间图片(暂时)
            roomItem.UpdateRoomSprite((i % 4));
            m_lstRoomItemList.Add(roomItem);
            // 判断当前几个房间.不同房间不同设置
//			if(m_lstRoomInfoList.Count <= 1)
//			{
//				temp_obj.transform.localPosition = m_vRoomItemPos[1];
//			}else if(m_lstRoomInfoList.Count == 2){
//				temp_obj.transform.localPosition = m_vRoomItemPos[i+3];
//			}else if(m_lstRoomInfoList.Count >= 3){
//				temp_obj.transform.localPosition = m_vRoomItemPos[(i%3)];
//			}
            // 前三个房间显示出来.其他暂时隐藏.
//			if(i <= 2)
//			{
//				temp_obj.transform.localScale = Vector3.one;
//			}
        }
        m_objCurGameRoomType.transform.localScale = Vector3.one;
        Invoke("ResetRoomPosition_relax", 0.1f);
    }