public void CreateHistoryItem(ISFSObject data) { var gdata = App.GetGameData <TexasGameData>(); _curHistoryItemInfo = new HistoryItemInfo { Users = new List <HistoryUserInfo>(), RoundVal = gdata.CurRound }; var playerList = gdata.PlayerList; foreach (var player in playerList) { if (!player.ReadyState) { continue; } var userInfo = player.Info; if (userInfo != null) { var hui = new HistoryUserInfo { Seat = userInfo.Seat, UserInfo = userInfo, }; _curHistoryItemInfo.Users.Add(hui); } } }
/// <summary> /// 初始化单元信息 /// </summary> /// <param name="itemInfo"></param> public void InitItem(HistoryItemInfo itemInfo) { InitTurn(itemInfo.RoundVal); InitTime(itemInfo.Time); InitPublicPokers(itemInfo.PublicPokers); //先将所有的玩家信息隐藏 foreach (Transform child in _usersParent) { child.gameObject.SetActive(false); } List <HistoryUserInfo> userInfoList = itemInfo.Users; int count = userInfoList.Count; int setCount = (count - 1) / 3; SetLinesActive(setCount); SetBackGroundHeight(setCount); //设置背景的高度 for (int i = 0; i < count; i++) //不对应座位号 { var child = i >= _usersParent.childCount ? _usersParent.gameObject.AddChild(HisUserPrefab) : _usersParent.GetChild(i).gameObject; child.GetComponent <HistoryUser>().InitUser(userInfoList[i]); } var grid = _usersParent.GetComponent <UIGrid>(); grid.repositionNow = true; grid.Reposition(); }
public void Reset() { foreach (var item in ItemList) { item.gameObject.SetActive(false); } HistoryList.Clear(); _curHistoryItemInfo = new HistoryItemInfo(); }