public void UpdateData(Network.RoomData data) { //roomText.text = "房间数量" + data.GetRoomMessage().Count + "\n"; for (int i = 0; i < rooms.Count; i++) { rooms[i].SetParent(temp); rooms[i].gameObject.SetActive(false); pools.Add(rooms[i]); } rooms.Clear(); foreach (var item in data.GetRoomMessage().Keys) { //roomText.text += "房间名字: " + data.GetRoomMessage()[item].name + " ip:" + item + "\n"; string str = "房间名字: " + data.GetRoomMessage()[item].name + " ip:" + item; Transform t = null;; if (pools.Count > 0) { t = pools[0].transform; pools.RemoveAt(0); } else { t = Instantiate <GameObject>(roomToggle.gameObject).transform; t.transform.localScale = Vector3.one; t.GetComponent <Toggle>().group = tg; t.GetComponent <Toggle>().onValueChanged.AddListener(ToggleValueChange); } t.SetParent(room); t.gameObject.SetActive(true); t.name = item; t.Find("Text").GetComponent <Text>().text = str; rooms.Add(t); } }
public void UpdateData(Network.RoomData data) { text.text = "房间数量" + data.GetRoomMessage().Count + "\n"; foreach (var item in data.GetRoomMessage().Keys) { text.text += data.GetRoomMessage()[item].name + " ip:" + item + "\n"; } }
private void Update() { if (queue.Count > 0) { Network.RoomData r = queue.Dequeue(); UpdateData(r); } }