private NetworkItemView CheckIfNetworkAlreadyInList(ManualNetworkParams network) { NetworkItemView networkItemView; List <NetworkItemView> .Enumerator enumerator = this._networkList.GetEnumerator(); try { while (enumerator.MoveNext()) { NetworkItemView current = enumerator.Current; if (!current.NetworkParams.NetParams.SSID.Equals(network.NetParams.SSID) || !current.NetworkParams.NetParams.securityType.Equals(network.NetParams.securityType)) { continue; } networkItemView = current; return(networkItemView); } return(null); } finally { ((IDisposable)enumerator).Dispose(); } return(networkItemView); }
private void AddNetworkItemView(ManualNetworkParams network) { NetworkItemView networkItemView = this.CheckIfNetworkAlreadyInList(network); if (networkItemView != null) { networkItemView.UpdateItem(network); return; } GameObject gameObject = UnityEngine.Object.Instantiate <GameObject>(this._networkItemPrefab, this._networkItemPlace); NetworkItemView component = gameObject.GetComponent <NetworkItemView>(); component.UpdateItem(network); component.OnClick = new Action <ManualNetworkParams>(this.OnNetworkItemClick); gameObject.SetActive(true); this._networkList.Add(component); }