Esempio n. 1
0
        /// <summary>
        /// New status of another user (you get updates for users set in your friends list).
        /// </summary>
        /// <param name="user">Name of the user.</param>
        /// <param name="status">New status of that user.</param>
        /// <param name="gotMessage">True if the status contains a message you should cache locally. False: This status update does not include a
        /// message (keep any you have).</param>
        /// <param name="message">Message that user set.</param>
        public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
        {
            Debug.LogWarning("status: " + string.Format("{0} is {1}. Msg:{2}", user, status, message));

            if (this.friendListItemLUT.ContainsKey(user))
            {
                FriendItem _friendItem = this.friendListItemLUT[user];
                if (_friendItem != null)
                {
                    _friendItem.OnFriendStatusUpdate(status, gotMessage, message);
                }
            }
        }
Esempio n. 2
0
        private void InstantiateFriendButton(string friendId)
        {
            GameObject fbtn = (GameObject)Instantiate(this.FriendListUiItemtoInstantiate);

            fbtn.gameObject.SetActive(true);
            FriendItem _friendItem = fbtn.GetComponent <FriendItem>();

            _friendItem.FriendId = friendId;

            fbtn.transform.SetParent(this.FriendListUiItemtoInstantiate.transform.parent, false);

            this.friendListItemLUT[friendId] = _friendItem;
        }