private void RefreshRoomList() { List <RoomUiInfo> curRoomInfos = HuntManager.Instance.CurRoomInfos; if (curRoomInfos != null) { for (int i = 0; i < this.mRoomList.get_Count(); i++) { this.mRoomList.get_Item(i).SetUnused(); } for (int j = 0; j < curRoomInfos.get_Count(); j++) { RoomUiInfo roomUiInfo = curRoomInfos.get_Item(j); if (roomUiInfo.teamFlag != 0) { this.CreateRoom(roomUiInfo); } } for (int k = 0; k < curRoomInfos.get_Count(); k++) { RoomUiInfo roomUiInfo = curRoomInfos.get_Item(k); if (roomUiInfo.teamFlag == 0) { this.CreateRoom(roomUiInfo); } } } }
private void RefreshRoom(RoomUiInfo info) { if (info != null) { this.mTxName.set_text(info.roomId % HuntManager.Instance.AreaId + "号狩猎点"); this.mTxDesc.set_text(string.Format("当前人数:{0}/{1}", info.playerNums, HuntManager.Instance.RoomMaxPlayer)); this.mGoTeam.SetActive(info.teamFlag != 0); } }
private void CreateRoom(RoomUiInfo info) { if (info != null) { HuntRoomItem huntRoomItem = this.mRoomList.Find((HuntRoomItem e) => e.get_gameObject().get_name() == "Unused"); if (huntRoomItem == null) { GameObject instantiate2Prefab = ResourceManager.GetInstantiate2Prefab("HuntRoomItem"); UGUITools.SetParent(this.mRoomPanel, instantiate2Prefab, false); huntRoomItem = instantiate2Prefab.GetComponent <HuntRoomItem>(); huntRoomItem.EventHandler = new Action <HuntRoomItem>(this.OnClickRoom); this.mRoomList.Add(huntRoomItem); } huntRoomItem.SetData(info); huntRoomItem.get_gameObject().set_name("Room_" + info.roomId); huntRoomItem.get_gameObject().SetActive(true); } }
public void SetData(RoomUiInfo info) { this.Info = info; this.RefreshRoom(info); }