public void Add(FriendPresentRootWindow.SendContent.ItemSource.ItemParam param) { if (!param.IsValid()) { return; } this.m_Params.Add(param); }
public void InitializeSendList() { this.ReleaseSendList(); if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.m_SendController, (UnityEngine.Object)null)) { this.m_SendSource = new FriendPresentRootWindow.SendContent.ItemSource(); List <FriendData> friends = MonoSingleton <GameManager> .Instance.Player.Friends; for (int index = 0; index < friends.Count; ++index) { FriendData friend = friends[index]; if (friend != null && friend.WishStatus != "1") { FriendPresentRootWindow.SendContent.ItemSource.ItemParam itemParam = new FriendPresentRootWindow.SendContent.ItemSource.ItemParam(friend); if (itemParam.IsValid()) { this.m_SendSource.Add(itemParam); } } } this.m_SendController.Initialize((ContentSource)this.m_SendSource, Vector2.get_zero()); } if (!UnityEngine.Object.op_Inequality((UnityEngine.Object) this.m_ValueList, (UnityEngine.Object)null)) { return; } bool flag = false; switch (FriendPresentRootWindow.m_SendStatus) { case FriendPresentRootWindow.SendStatus.NONE: this.m_ValueList.list.SetField("status", string.Empty); flag = false; break; case FriendPresentRootWindow.SendStatus.UNSENT: this.m_ValueList.list.SetField("status", "sys.FRIENDPRESENT_STATUS_UNSENT"); flag = true; break; case FriendPresentRootWindow.SendStatus.SENDING: this.m_ValueList.list.SetField("status", "sys.FRIENDPRESENT_STATUS_SENDING"); flag = false; break; case FriendPresentRootWindow.SendStatus.SENTFAILED: this.m_ValueList.list.SetField("status", "sys.FRIENDPRESENT_STATUS_SENTFAILED"); flag = true; break; case FriendPresentRootWindow.SendStatus.SENDED: this.m_ValueList.list.SetField("status", "sys.FRIENDPRESENT_STATUS_SENDED"); flag = true; break; } this.m_ValueList.list.SetInteractable("btn_send", this.m_SendSource.GetCount() != 0 && flag); }