public void RefreshPlayerList(GameData gameData) { for (int i = 0, count = nameEntries.Count; i < count; ++i) { GameObject.Destroy(nameEntries[i]); } nameEntries.Clear(); int numPlayers = gameData.Players.Count; for (int i = 0; i < numPlayers; ++i) { GameObject playerEntry = GameObject.Instantiate(PlayerNameEntryPrefab, PlayerListContainer); PlayerNameItem namePanel = playerEntry.GetComponent <PlayerNameItem>(); namePanel.SetName(gameData.Players[i].PlayerName); nameEntries.Add(playerEntry); } PlayerCountText.text = string.Format("Players: {0}", numPlayers); }
private void RefreshPlayerList(GameData gameState) { for (int i = 0, count = playerList.Count; i < count; ++i) { GameObject.Destroy(playerList[i].gameObject); } playerList.Clear(); for (int i = 0, count = gameState.Players.Count; i < count; ++i) { PlayerData player = gameState.Players[i]; GameObject playerEntry = GameObject.Instantiate( Resources.Load <GameObject>("LobbyNameEntry"), PlayerListContainer); PlayerNameItem nameItem = playerEntry.GetComponent <PlayerNameItem>(); nameItem.SetName(player.PlayerName); nameItem.SetNumTricks(player); nameItem.SetTurnHighlight(gameState.CurrentPlayerTurnIndex == gameState.Players.IndexOf(player)); nameItem.SetLeaderHighlight(gameState.CurrentLeaderIndex == gameState.Players.IndexOf(player)); playerList.Add(nameItem); } }
public void ShowPopup(GameData gameData, Action <GameData, string, bool> onJoinGame, bool joinLobby) { this.joinLobby = joinLobby; for (int i = 0, count = playerNameItems.Count; i < count; ++i) { GameObject.Destroy(playerNameItems[i]); } playerNameItems.Clear(); game = gameData; List <PlayerData> playerList = gameData.Players; for (int i = 0, count = playerList.Count; i < count; ++i) { PlayerData player = playerList[i]; GameObject playerEntry = GameObject.Instantiate(PlayerNameEntryPrefab, PlayerList); PlayerNameItem namePanel = playerEntry.GetComponent <PlayerNameItem>(); namePanel.SetName(gameData.Players[i].PlayerName, OnJoinAsPlayer); playerNameItems.Add(playerEntry); } this.onJoinGame = onJoinGame; gameObject.SetActive(true); }