/// <summary> /// 更新区服列表 /// </summary> /// <param name="entities"></param> public void SetGameServerUI(List <RetGameServerEntity> entities, System.Action <RetGameServerEntity> onClickServerItemHanlder) { entities.Reverse(); if (entities == null || entities.Count <= 0) { return; } if (m_objList.Count > 0) { for (int i = 0; i < m_objList.Count; i++) { DestroyImmediate(m_objList[i]); } } for (int i = 0; i < entities.Count; i++) { GameObject @object = Instantiate <GameObject>(m_gameServerItemPrefab); m_objList.Add(@object); @object.transform.parent = m_gameServerGrid.transform; @object.transform.localPosition = Vector3.zero; @object.transform.localScale = Vector3.one; UIGameServerItemView uIGameServerItemView = @object.GetComponent <UIGameServerItemView>(); uIGameServerItemView.m_onClickGameServerItemHanlder = onClickServerItemHanlder; if (uIGameServerItemView != null) { uIGameServerItemView.SetUI(entities[i]); } } }
/// <summary> /// 设置服务器列表 /// </summary> /// <param name="lst"></param> public void SetGameServerUI(List<RetGameServerEntity> lst) { if (lst == null || GameServerItemPrefab == null) return; for (int i = 0; i < m_GameServerObjList.Count; i++) { if (i > lst.Count - 1) { m_GameServerObjList[i].SetActive(false); } } for (int i = 0; i < lst.Count; i++) { GameObject obj = m_GameServerObjList[i]; if (!obj.activeSelf) { obj.SetActive(true); } UIGameServerItemView view = obj.GetComponent<UIGameServerItemView>(); if (view != null) { view.SetUI(lst[i]); view.OnGameServerClick = OnGameServerClickCallBack; } } }
/// <summary> /// ÉèÖ÷þÎñÆ÷Íø¸ñ /// </summary> /// <param name="obj"></param> public void SetGameServerGrid(List <RetGameserverEntity> gameServerlist) { if (gameServerlist != null) { for (int i = 0; i < 10; i++) { if (i > gameServerlist.Count - 1) { m_CacheGameServerItemList[i].SetActive(false); } } for (int i = 0; i < gameServerlist.Count; i++) { GameObject go = m_CacheGameServerItemList[i]; go.SetActive(true); UIGameServerItemView itemView = go.GetComponent <UIGameServerItemView>(); if (itemView != null) { itemView.SetUI(gameServerlist[i]); itemView.OnClickGameServerItem = OnClickGameServerItem; } } } }
public void SetCurrentGameServe(RetGameserverEntity entity) { m_CurrentGameServer.SetUI(entity); }
/// <summary> /// 设置已选择的服务器 /// </summary> /// <param name="entity"></param> public void SetSelectGameServerUI(RetGameServerEntity entity) { if (m_CurrSelectGameServer == null) return; m_CurrSelectGameServer.SetUI(entity); }