private void UpdateListElements() { for (int i = 0; i < listServerListEntries.Count; i++) { if (i >= ListElementContainer.transform.childCount || ListElementContainer.transform.GetChild(i) == null) { continue; } ListEntryController entryController = ListElementContainer.transform.GetChild(i).GetComponent <ListEntryController>(); string modifiedAddress = string.Empty; if (listServerListEntries[i].ip.StartsWith("::ffff:")) { modifiedAddress = listServerListEntries[i].ip.Replace("::ffff:", string.Empty); } else { modifiedAddress = listServerListEntries[i].ip; } int port = listServerListEntries[i].port; string formatStatus = string.Empty; if (listServerListEntries[i].extras.Equals("Open")) { formatStatus = "<color=green>Open</color>"; } else { formatStatus = "<color=yellow>In-Game</color>"; } entryController.titleText.text = "World " + i; entryController.statusText.text = formatStatus; entryController.playersText.text = $"{listServerListEntries[i].players} {(listServerListEntries[i].capacity > 0 ? $"/ {listServerListEntries[i].capacity}" : string.Empty)}"; // It is up to you to figure out how to do the latency text. entryController.latencyText.text = "-"; entryController.joinButton.onClick.RemoveAllListeners(); entryController.joinButton.onClick.AddListener(() => { // Debug: Prints CLICKY to see if the button actually was clicked or Unity UI was being dumb // print("CLICKY"); NetworkManager.singleton.networkAddress = modifiedAddress; //NetworkManager.singleton.GetComponent<TelepathyTransport>().port = (ushort)port; NetworkManager.singleton.GetComponent <Mirror.Websocket.WebsocketTransport>().port = port; NetworkManager.singleton.StartClient(); }); } // Done here. }
private void UpdateListElements() { for (int i = 0; i < listServerListEntries.Count; i++) { if (i >= ListElementContainer.transform.childCount || ListElementContainer.transform.GetChild(i) == null) { continue; } ListEntryController entryController = ListElementContainer.transform.GetChild(i).GetComponent <ListEntryController>(); string modifiedAddress = string.Empty; if (listServerListEntries[i].ip.StartsWith("::ffff:")) { modifiedAddress = listServerListEntries[i].ip.Replace("::ffff:", string.Empty); } else { modifiedAddress = listServerListEntries[i].ip; } entryController.titleText.text = listServerListEntries[i].name; entryController.addressText.text = modifiedAddress; entryController.playersText.text = $"{listServerListEntries[i].players} {(listServerListEntries[i].capacity > 0 ? $"/ {listServerListEntries[i].capacity}" : string.Empty)}"; // It is up to you to figure out how to do the latency text. entryController.latencyText.text = "-"; entryController.joinButton.onClick.RemoveAllListeners(); entryController.joinButton.onClick.AddListener(() => { // Debug: Prints CLICKY to see if the button actually was clicked or Unity UI was being dumb // print("CLICKY"); NetworkManager.singleton.networkAddress = modifiedAddress; NetworkManager.singleton.StartClient(); }); } // Done here. }