private MobileChatLogMessageFrame CreateMessage(MobileChatLogMessageFrame prefab, string message, Color color) { MobileChatLogMessageFrame frame = this.CreateMessage(prefab, message); frame.Color = color; return(frame); }
private void AddSystemMessage(string message, Color color) { MobileChatLogMessageFrame item = this.CreateMessage(this.prefabs.systemMessage, message, color); this.messageFrames.Add(item); this.OnMessagesAdded(); }
private void AssignMessageFrameNames() { for (int i = 0; i < this.messageFrames.Count; i++) { MobileChatLogMessageFrame component = this.messageFrames[i].GetComponent <MobileChatLogMessageFrame>(); component.name = string.Format("MessageFrame {0} ({1})", i, component.Message); } }
private void AddWhisperMessage(BnetWhisper whisper) { string message = ChatUtils.GetMessage(whisper); MobileChatLogMessageFrame prefab = !whisper.IsSpeaker(this.receiver) ? this.prefabs.myMessage : this.prefabs.theirMessage; MobileChatLogMessageFrame item = this.CreateMessage(prefab, message); this.messageFrames.Add(item); }
private void AddMyMessage(string message) { string str = ChatUtils.GetMessage(message); MobileChatLogMessageFrame item = this.CreateMessage(this.prefabs.myMessage, str); this.messageFrames.Add(item); this.OnMessagesAdded(); }
private MobileChatLogMessageFrame CreateMessage(MobileChatLogMessageFrame prefab, string message) { MobileChatLogMessageFrame c = UnityEngine.Object.Instantiate <MobileChatLogMessageFrame>(prefab); c.Width = (this.messageFrames.ClipSize.x - this.messageFrames.padding.x) - 10f; c.Message = message; SceneUtils.SetLayer(c, GameLayer.BattleNetChat); return(c); }