/// <summary> /// Fill the community panel with friends (or blacklisted gamers). /// </summary> /// <param name="friendsList">List of the friends to display.</param> public void FillCommunityPanel(NonpagedList <GamerInfo> friendsList) { // Clear the community panel ClearCommunityPanel(false); // If there are friends to display, fill the community panel with friend prefabs if ((friendsList != null) && (friendsList.Count > 0)) { foreach (GamerInfo friend in friendsList) { // Create a community friend GameObject and hook it at the community items layout GameObject prefabInstance = Instantiate <GameObject>(communityFriendPrefab); prefabInstance.transform.SetParent(communityItemsLayout.transform, false); // Fill the newly created GameObject with friend data CommunityFriendHandler communityFriendHandler = prefabInstance.GetComponent <CommunityFriendHandler>(); communityFriendHandler.FillData(friend["profile"]); // Add the newly created GameObject to the list communityItems.Add(prefabInstance); } } // Else, show the "no friend" text else { noFriendText.SetActive(true); } }
/// <summary> /// Build a "friend's relationship changed" event type then add it to the pending list to display. (events are displayed one by one) /// </summary> /// <param name="eventMessage">Message of the event. (describes the relationship change)</param> /// <param name="friendProfile">Profile of the friend whith who the relationship changed under the Bundle format.</param> /// <param name="relationship">Type of relationship which has been set.</param> public void BuildAndAddEventItem_FriendRelationshipChanged(string eventMessage, Bundle friendProfile, FriendRelationshipStatus relationship) { // Create a community friend GameObject GameObject communityFriendPrefabInstance = Instantiate <GameObject>(communityFriendPrefab); // Fill the newly created GameObject with event friend data CommunityFriendHandler communityFriendHandler = communityFriendPrefabInstance.GetComponent <CommunityFriendHandler>(); communityFriendHandler.FillData(friendProfile, relationship); // Add an event item with the newly created GameObject linked to it AddEventItem(eventMessage, communityFriendPrefabInstance); }