protected virtual void Awake() { BtnStartGame = BindEvent("Inner/BottomRight/BtnStartGame", OnBtn_StartGame); BtnReady = BindEvent("Inner/BottomRight/BtnReady", OnBtn_Ready); BindEvent("Inner/BtnLeave", OnBtn_Leave); //chatFiled = transform.Find("Inner/Left/Chat/Bottom/InputFiled").GetComponent<InputField>(); _items = new GenericUIList <RoomPlayerInfo>(itemRoomPrefab.gameObject, LayoutGroup); Setup(NetworkManager.Instance.PlayerInfos); }
protected virtual void Awake() { BtnJoinRoom = BindEvent("Window/JoinRoom", OnBtn_JoinRoom); BindEvent("Window/CreateGame", OnBtn_CreateGame); BindEvent("Window/CreateLobby", OnBtn_CreateLobby); BindEvent("Window/Refresh", OnBtn_Refresh); _items = new GenericUIList <RoomInfo>(itemRoomPrefab.gameObject, LayoutGroup); Setup(GetService <NetworkService>().RoomInfos); }
public override void DoAwake() { _items = new GenericUIList <RoomInfo>(ListItemRoom, LayoutGroup); var service = GetService <INetworkService>(); var infos = (service as NetworkService)?.RoomInfos; Setup(infos); #if UNITY_EDITOR if (_uiService.IsDebugMode && infos != null) { _items.GetObjectAt(0).GetComponent <ListItemRoom>().SetIsSelected(true); OnClick_BtnJoinRoom(); } #endif }
// Use this for initialization protected virtual void sAwake() { _items = new GenericUIList <GameInfoPacket>(ItemPrefab.gameObject, LayoutGroup); }
public override void DoAwake() { _items = new GenericUIList <RoomPlayerInfo>(ListItemPlayer, LayoutGroup); Setup(NetworkService.Instance.PlayerInfos); }