/// <summary> 服务器组协议回调 </summary> /// <param name="buffer"></param> private void OnGameServerPageResponse(byte[] buffer) { GameServerPageResponseProto proto = GameServerPageResponseProto.GetProto(buffer); SetLeftData(proto.ServerPageItemList); if (PlayerPrefsUtil.GetServerEnterID() <= 0) { OnGameServerOnePageRequest(m_LeftItemList.Count); } }
public void OpenGameServerEnter() { m_GameServerEnterWin = WindowUtil.Instance.OpenWindow(Window.GameServerEnter).GetComponent <UIGameServerEnterWindow>(); if (PlayerPrefsUtil.GetServerEnterID() <= 0) { //如果本地没有存储选中区服(第一次进入选区界面) OnGameServerPageRequest(); } else { m_GameServerEnterWin.NowServerText.text = PlayerPrefsUtil.GetServerEnterName(); //m_GameServerEnterWin.Status.sprite = AssetBundleManager.Instance.LoadSprite("Login", "YanChi03"); m_GameServerEnterWin.Status.SetSprite("Login", "YanChi03"); } }
/// <summary> 更新选区右侧Item </summary> /// <param name="list"></param> private void SetRightData(List <GameServerOnePageResponseProto.GameServerOnePageItem> list) { int needLoadCount = list.Count - m_GameServerEnterWin.RightGrid.childCount; if (needLoadCount > 0) { //需要加载item if (m_RightServerItem == null) { m_RightServerItem = ResourcesManager.Instance.LoadItem("ServerItem/RightServerItem"); } for (int i = 0; i < needLoadCount; i++) { RightGameServerItem rightItem = GameObject.Instantiate(m_RightServerItem, m_GameServerEnterWin.RightGrid).GetComponent <RightGameServerItem>(); m_RightItemList.Add(rightItem); } } else { //需要隐藏Item for (int i = 0; i < -needLoadCount; i++) { m_RightItemList[m_RightItemList.Count - i - 1].gameObject.SetActive(false); } } for (int i = 0; i < list.Count; i++) { m_RightItemList[i].gameObject.SetActive(true); m_RightItemList[i].SetData(i, list[i], OnRightCallBack); //m_RightItemList[i].IsSelect(i == 0); } if (PlayerPrefsUtil.GetServerEnterID() <= 0) { UpdateWin(m_RightItemList[0]); } }