private void CreatePlayerUI(PhotonPlayer player) { string key = player.UserId; DestroyPlayerUI(key); PunTeams.Team team = player.GetTeam(); Transform container = waitingPlayerListContainer; Dictionary <string, UIPhotonWaitingPlayer> uiDict = waitingPlayers; switch (team) { case PunTeams.Team.red: container = waitingPlayerTeamAListContainer; uiDict = waitingTeamAPlayers; break; case PunTeams.Team.blue: container = waitingPlayerTeamBListContainer; uiDict = waitingTeamBPlayers; break; } UIPhotonWaitingPlayer newEntry = Instantiate(waitingPlayerPrefab, container); newEntry.SetData(this, player); newEntry.gameObject.SetActive(true); uiDict.Add(key, newEntry); players[player.UserId] = player; }
private void CreatePlayerUI(Player player) { string key = player.UserId; if (string.IsNullOrEmpty(key)) { key = SimplePhotonNetworkManager.OFFLINE_USER_ID; } DestroyPlayerUI(key); byte team = SimplePhotonNetworkManager.Singleton.GetTeam(player); Transform container = waitingPlayerListContainer; Dictionary <string, UIPhotonWaitingPlayer> uiDict = waitingPlayers; switch (team) { case 1: container = waitingPlayerTeamAListContainer; uiDict = waitingTeamAPlayers; break; case 2: container = waitingPlayerTeamBListContainer; uiDict = waitingTeamBPlayers; break; } UIPhotonWaitingPlayer newEntry = Instantiate(waitingPlayerPrefab, container); newEntry.SetData(this, player); newEntry.gameObject.SetActive(true); uiDict.Add(key, newEntry); players[key] = player; }