Setup() 공개 메소드

public Setup ( MatchInfoSnapshot _match, JoinRoomDelegate _joinRoomCallback ) : void
_match MatchInfoSnapshot
_joinRoomCallback JoinRoomDelegate
리턴 void
예제 #1
0
    public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matchList)
    {
        status.text = "";
        if (matchList == null)
        {
            status.text = "Couldn't get room list";
            return;
        }

        foreach (MatchInfoSnapshot match in matchList)
        {
            GameObject _roomListItemGO = Instantiate(roomListItemPrefab);
            _roomListItemGO.transform.SetParent(roomListParent);

            RoomListItem _roomListItem = _roomListItemGO.GetComponent <RoomListItem>();
            if (_roomListItem != null)
            {
                _roomListItem.Setup(match, JoinRoom);
            }


            //Have component sit on gameobject
            //takes care of setting up name and amount of users
            roomList.Add(_roomListItemGO);
        }
        if (roomList.Count == 0)
        {
            status.text = "No rooms at the moment";
        }
    }
예제 #2
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    public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matches)
    {
        status.text = "";

        if (matches == null)
        {
            status.text = "Couldn't get room list.";
            return;
        }

        foreach (MatchInfoSnapshot match in matches) // Note: When Brackeys says MatchDesc, use MatchInfoSnapshot.
        {
            GameObject _roomListItemGO = Instantiate(roomListItemPrefab);
            _roomListItemGO.transform.SetParent(roomListParent);

            RoomListItem _roomListItem = _roomListItemGO.GetComponent <RoomListItem>();
            if (_roomListItem != null)
            {
                _roomListItem.Setup(match, JoinRoom);
            }

            roomList.Add(_roomListItemGO);
        }

        if (roomList.Count == 0)
        {
            status.text = "No rooms at the moment.";
        }
    }
예제 #3
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    public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matchList)
    {
        status.text = "";

        if (success == false)        // || matchList == null)
        {
            status.text = "Couldn't connect to matchmaking, reason: " + extendedInfo + ".";
            return;
        }



        foreach (MatchInfoSnapshot match in matchList)
        {
            GameObject _roomListItemGO = Instantiate(roomListItemPrefab);
            _roomListItemGO.transform.SetParent(roomListParent);

            RoomListItem _roomListItem = _roomListItemGO.GetComponent <RoomListItem>();

            if (_roomListItem != null)
            {
                _roomListItem.Setup(match, JoinRoom);
            }

            roomList.Add(_roomListItemGO);
        }
        if (roomList.Count == 0)
        {
            status.text = "No rooms at the moment.";
        }
    }
예제 #4
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    public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matchList)
    {
        status.text = "";

        if (matchList == null)
        {
            status.text = "Unable to find rooms.";
            return;
        }

        foreach (MatchInfoSnapshot matchInfo in matchList)
        {
            GameObject roomListItemGO = Instantiate(roomListItemPrefab);
            roomListItemGO.transform.SetParent(roomListParent);

            RoomListItem listItem = (RoomListItem)roomListItemGO.GetComponent <RoomListItem>();

            if (listItem != null)
            {
                listItem.Setup(matchInfo, JoinRoom);
            }

            roomList.Add(roomListItemGO);
        }

        if (roomList.Count == 0)
        {
            status.text = "No room available.";
        }
    }
예제 #5
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    private void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matchList)
    {
        //throw new NotImplementedException();
        status.text = "";
        if (!success || matchList == null)
        {
            status.text = "Couldn't get Room List";
            return;
        }

        ClearRoomList();
        foreach (MatchInfoSnapshot item in matchList)
        {
            GameObject _roomListItemGO = Instantiate(roomListItemPrefab);
            _roomListItemGO.transform.SetParent(roomListParent);

            RoomListItem _roomListItem = _roomListItemGO.GetComponent <RoomListItem>();
            if (_roomListItem != null)
            {
                _roomListItem.Setup(item, JoinRoom);
            }

            //as well as setting up a callback function that will join the game.

            roomList.Add(_roomListItemGO);
        }

        if (roomList.Count == 0)
        {
            status.text = "No room at the moment.";
        }
    }
예제 #6
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    public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matches)
    {
        if (matches.Count == 0)
        {
            status.text = "No matches found";
            return;
        }

        ClearRoomList();
        foreach (MatchInfoSnapshot match in matches)
        {
            //dont need to set position due to scroll view doing it for us
            GameObject _roomListItemGameObject = Instantiate(roomListItemPrefab);
            _roomListItemGameObject.transform.SetParent(roomListParent);

            RoomListItem _roomListItem = _roomListItemGameObject.GetComponent <RoomListItem>();
            if (_roomListItem != null)
            {
                _roomListItem.Setup(match, JoinRoom);
            }
            //component sitting on gameobject that handles name/room size and a callback function for joining
            roomList.Add(_roomListItemGameObject);
        }

        if (roomList.Count == 0)
        {
            status.text = "No matches found";
        }
    }
예제 #7
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    public void OnMatchList(bool sucess, string extendedInfo, List <MatchInfoSnapshot> matchList)
    {
        status.text = "";
        if (matchList == null)
        {
            status.text = "couldn't get match list.";
            return;
        }



        foreach (MatchInfoSnapshot match in matchList)
        {
            GameObject _roomListItemGo = Instantiate(roomListItemPrefab);
            _roomListItemGo.transform.SetParent(roomListParent);
            _roomListItemGo.transform.localScale = new Vector3(1, 1, 1);

            RoomListItem _roomListItem = _roomListItemGo.GetComponent <RoomListItem>();

            if (_roomListItem != null)
            {
                _roomListItem.Setup(match, JoinRoom);
            }

            roomList.Add(_roomListItemGo);
        }

        if (roomList.Count == 0)
        {
            status.text = "No rooms available";
        }
    }
예제 #8
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    public void OnMatchList(bool success, string info, List <MatchInfoSnapshot> matches)
    {
        status.text = "";
        if (matches == null)
        {
            status.text = "Network Error";
            return;
        }

        if (matches.Count == 0)
        {
            status.text = "No rooms found";
        }

        ClearRoomList();
        foreach (var match in matches)
        {
            GameObject _roomListItemGO = Instantiate(roomListItemPrefab, roomListParent);

            RoomListItem roomListItem = _roomListItemGO.GetComponent <RoomListItem>();
            if (roomListItem != null)
            {
                roomListItem.Setup(match, JoinRoom);
            }

            rooms.Add(_roomListItemGO);
        }
    }
예제 #9
0
    public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matchList)
    {
        status.text = "";
        if (!success)
        {
            status.text = "Failed to get list.";
            return;
        }

        foreach (MatchInfoSnapshot match in matchList)
        {
            GameObject roomListItem = Instantiate(roomListItemPrefab);
            roomListItem.transform.SetParent(roomListParent);
            RoomListItem rli = roomListItem.GetComponent <RoomListItem>();
            if (rli != null)
            {
                rli.Setup(match, JoinRoom);
            }
            roomList.Add(roomListItem);
        }

        if (roomList.Count == 0)
        {
            status.text = "No online servers found.";
        }
    }
예제 #10
0
    public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matches)
    {
        status.text = "";

        if (matches == null)
        {
            status.text = "Couldn't get room list";
            return;
        }

        for (int i = 0; i < matches.Count; i++)
        {
            GameObject roomListItemGameObject = Instantiate(roomListItemPrefab) as GameObject;
            roomListItemGameObject.transform.SetParent(roomListParent);

            roomList.Add(roomListItemGameObject);

            RoomListItem roomListItem = roomListItemGameObject.GetComponent <RoomListItem>();
            if (roomListItem != null)
            {
                roomListItem.Setup(matches[i], JoinRoom);
            }
            else
            {
                Debug.LogError("RoomListItem component = null");
            }
        }

        if (roomList.Count == 0)
        {
            status.text = "No rooms available";
        }
    }
예제 #11
0
    public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matchList)
    {
        status.text = "";

        if (!success || matchList == null)
        {
            status.text = "No matches found";
            return;
        }
        ClearRoomList();


        foreach (MatchInfoSnapshot match in matchList)
        {
            GameObject _roomlistItemGO = Instantiate(roomListItemPrefab);
            _roomlistItemGO.transform.SetParent(roomListParent);

            RoomListItem _roomListItem = _roomlistItemGO.GetComponent <RoomListItem>();
            if (_roomListItem != null)
            {
                _roomListItem.Setup(match, JoinRoom);
            }

            //have a components sit on gameobject to take care of settings up the name/amout of users and set callback to join the game
            roomList.Add(_roomlistItemGO);
        }
        if (roomList.Count == 0)
        {
            status.text = "No matches currently available";
        }
    }
예제 #12
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    public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matchList)
    {
        status.text = "";

        if (!success || matchList == null)
        {
            status.text = "No se pueden obtener salas.";
            return;
        }

        foreach (MatchInfoSnapshot match in matchList)
        {
            GameObject _roomListItemGO = Instantiate(roomListItemPrefab);
            _roomListItemGO.transform.SetParent(roomListParent);

            RoomListItem _roomListItem = _roomListItemGO.GetComponent <RoomListItem>();
            if (_roomListItem != null)
            {
                _roomListItem.Setup(match, JoinRoom);
            }


            // as well as setting up a callback function that will join the game.

            roomList.Add(_roomListItemGO);
        }

        if (roomList.Count == 0)
        {
            status.text = "No hay partidas en este momento..";
        }
    }
    public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matches)
    {
        status.text = "";
        if (!success)
        {
            status.text = "ERROR: Couldn't get room list.";
            return;
        }
        if (matches.Count == 0) //No matches found
        {
            status.text = "No Matches Found.";
        }

        foreach (MatchInfoSnapshot match in matches)
        {
            GameObject roomListItemGO = Instantiate(roomListItemPrefab);
            roomListItemGO.transform.SetParent(roomListParent.transform);

            RoomListItem roomItem = roomListItemGO.GetComponent <RoomListItem>();
            if (roomItem != null)
            {
                roomItem.Setup(match, JoinRoom);
            }

            roomList.Add(roomListItemGO);
        }
    }
예제 #14
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    private void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matchList)
    {
        status.text = "";

        if (matchList == null)
        {
            status.text = "no list retreived";
            return;
        }

        ClearRoomList();

        foreach (MatchInfoSnapshot match in matchList)
        {
            GameObject roomListItemGO = Instantiate(roomListItemPrefab);
            roomListItemGO.transform.SetParent(roomListParent);

            RoomListItem _roomListItem = roomListItemGO.GetComponent <RoomListItem>();
            if (_roomListItem != null)
            {
                _roomListItem.Setup(match, JoinRoom);
            }


            // as well as setting up a callback function that will join the game.

            roomList.Add(roomListItemGO);
        }

        if (roomList.Count == 0)
        {
            status.text = "No rooms at the moment.";
        }
    }
예제 #15
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    private void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> responseData)
    {
        status.text = "";

        if (responseData == null || !success)
        {
            status.text = "Couldn't get room list.";
            return;
        }

        ClearRoomList();

        foreach (MatchInfoSnapshot matchInfo in responseData)
        {
            GameObject _roomListItemGO = Instantiate(roomListItemPrefab);
            _roomListItemGO.transform.SetParent(roomListParent);

            RoomListItem _roomListItem = _roomListItemGO.GetComponent <RoomListItem>();
            if (_roomListItem != null)
            {
                _roomListItem.Setup(matchInfo, JoinRoom);
            }
            roomList.Add(_roomListItemGO);
        }

        if (roomList.Count == 0)
        {
            status.text = "No Games Found";
        }
    }
예제 #16
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        public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matches)
        {
            status.text = "";
            if (roomList == null)
            {
                status.text = "Couldn't get room list";
                return;
            }

            foreach (MatchInfoSnapshot item in matches)
            {
                GameObject roomListItemGO = Instantiate(roomListItemPrefab);
                roomListItemGO.transform.SetParent(roomListParent);
                RoomListItem _roomListItem = roomListItemGO.GetComponent <RoomListItem>();
                if (_roomListItem != null)
                {
                    _roomListItem.Setup(item, JoinRoom);
                }
                roomList.Add(roomListItemGO);
            }

            if (roomList.Count == 0)
            {
                status.text = "No rooms at the moment";
            }
        }
예제 #17
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    private void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> responseData)
    {
        status.text = "";

        if (!success || responseData == null)
        {
            status.text = "Couldn`t get matches";
            return;
        }

        foreach (MatchInfoSnapshot match in responseData)
        {
            GameObject _roomListItemGameObject = Instantiate(roomListItemPrefab);
            _roomListItemGameObject.transform.SetParent(roomListParent);

            RoomListItem roomListItem = _roomListItemGameObject.GetComponent <RoomListItem>();
            if (roomListItem != null)
            {
                roomListItem.Setup(match, JoinRoom);
            }

            roomList.Add(_roomListItemGameObject);
        }

        if (roomList.Count == 0)
        {
            status.text = "No rooms at the moment";
        }
    }
예제 #18
0
    public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matches)
    {
        status.text = "";

        if (!success || matches == null)
        {
            status.text = "Couldn't get room list.";
            return;
        }

        for (int i = 0; i < matches.Count; i++)
        {
            GameObject roomListItemGO = Instantiate(roomListItemPrefab);
            roomListItemGO.transform.SetParent(roomListParent);

            // 룸 리스트 아이템에 셋업
            RoomListItem roomListItem = roomListItemGO.GetComponent <RoomListItem>();

            if (roomListItem != null)
            {
                roomListItem.Setup(matches[i], JoinRoom);
            }

            //룸 리스트에 아이템 추가
            roomList.Add(roomListItemGO);
        }

        if (roomList.Count == 0)
        {
            status.text = "No room at the moment.";
        }
    }
    public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matchList)
    {
        Debug.Log("OnMatchList");

        textWarning.text = "";

        if (!success || matchList == null)
        {
            textWarning.text = "Couldn't get room list.";

            return;
        }

        foreach (MatchInfoSnapshot match in matchList)
        {
            GameObject _roomListItemGO = Instantiate(roomListItemPrefab);

            _roomListItemGO.transform.SetParent(roomListParent);

            RoomListItem _roomListItem = _roomListItemGO.GetComponent <RoomListItem>();

            if (_roomListItem != null)
            {
                _roomListItem.Setup(match, ReadyToSelectCharacter);
            }

            roomList.Add(_roomListItemGO);
        }

        if (roomList.Count == 0)
        {
            textWarning.text = "No rooms at the moment.";
        }
    }
예제 #20
0
    public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matchList)
    {
        status.text = "";

        if (matchList == null)
        {
            status.text = "Couldn't get room list.";
            return;
        }

        foreach (MatchInfoSnapshot match in matchList)
        {
            GameObject _roomListItemGO = Instantiate(roomListItemPrefab);
            _roomListItemGO.transform.SetParent(roomListParent);

            RoomListItem _roomListItem = _roomListItemGO.GetComponent <RoomListItem>();
            if (_roomListItem != null)
            {
                _roomListItem.Setup(match, JoinRoom);
            }
            // that will take care of setting up the name/amount of users
            // as well as setting up a callback function that will join the game.

            roomList.Add(_roomListItemGO);
        }

        // if we have no rooms to join we give a new text value
        if (roomList.Count == 0)
        {
            status.text = "No rooms at the moment..";
        }
    }
예제 #21
0
    public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matchList)
    {
        status.text = "";
        if (matchList == null)
        {
            status.text = "coulnd't get room list.";
            return;
        }

        foreach (MatchInfoSnapshot match in matchList)
        {
            GameObject _roomListItemGO = Instantiate(RoomListItemPrefab);
            _roomListItemGO.transform.SetParent(RoomListParent);

            //_roomListItem is an script that i added in the _roomListItemGO prefab and that deals with writing the name of the room and the current players.
            RoomListItem _roomListItem = _roomListItemGO.GetComponent <RoomListItem>();
            if (_roomListItem != null)
            {
                _roomListItem.Setup(match, JoinRoom);
            }
            //Setting up a callback function that will be called from the _roomListItemGO._roomListItem script joinGame.



            roomList.Add(_roomListItemGO);
        }
        if (roomList.Count == 0)
        {
            status.text = "No rooms available at the moment";
        }
    }
예제 #22
0
    public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matchList)
    {
        base.OnMatchList(success, extendedInfo, matchList);
        status.text = "";
        if (matchList == null)
        {
            status.text = "Could not get matches.";
            return;
        }
        ClearRoomList();
        for (int m = 0; m < matchList.Count; m++)
        {
            GameObject _roomListItemGO = Instantiate(roomListItemPrefab);
            _roomListItemGO.transform.SetParent(roomListParent);

            RoomListItem _roomListItem = _roomListItemGO.GetComponent <RoomListItem>();
            if (_roomListItem != null)
            {
                _roomListItem.Setup(matchList[m], JoinRoom);
            }

            roomList.Add(_roomListItemGO);
        }
        if (roomList.Count == 0)
        {
            status.text = "No matches found.";
        }
    }
예제 #23
0
    public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matches)
    {
        status.text = ""; //deletes the text in status.text
        if (!success || matches == null)
        {
            status.text = "Couldn't get room list.";
            return;
        }


        foreach (MatchInfoSnapshot match in matches)//Loop to add new elements based on descriptions found in "matches"
        {
            GameObject _roomListItemGO = Instantiate(roomListItemPrefab);
            _roomListItemGO.transform.SetParent(roomListParent);                        //Parent it to the room list parent
            RoomListItem _roomListItem = _roomListItemGO.GetComponent <RoomListItem>(); //Space to have a component sit on the gameobject that will take care of setting up the name/amount of users
            //as well as setting up a callback function that will join the game.
            if (_roomListItem != null)
            {
                _roomListItem.Setup(match, JoinRoom);
            }

            roomList.Add(_roomListItemGO);
        }

        if (roomList.Count == 0)
        {
            status.text = "No rooms at the moment.";
        }
    }
예제 #24
0
    public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matchList)
    {
        status.text = "";

        if (!success || matchList == null)
        {
            status.text = "Couldn't get room list.";
            return;
        }

        foreach (MatchInfoSnapshot match in matchList)
        {
            GameObject roomListItemGo = Instantiate(roomListItemPrefab);
            roomListItemGo.transform.SetParent(roomListParent);

            RoomListItem roomListItem = roomListItemGo.GetComponent <RoomListItem>();

            if (roomListItem != null)
            {
                roomListItem.Setup(match, JoinRoom);
            }

            // as well as setting up a callback function that will join the game.

            roomList.Add(roomListItemGo);
        }

        if (roomList.Count == 0)
        {
            status.text = "No room at the moment";
        }
    }
예제 #25
0
    public void OnMatchList(ListMatchResponse matchList)
    {
        status.text = "";

        if (matchList == null)
        {
            status.text = "No rooms found";
            return;
        }

        foreach (MatchDesc match in matchList.matches)
        {
            GameObject _roomListItemGO = Instantiate(roomListItemPrefab);
            _roomListItemGO.transform.SetParent(roomListParent);

            RoomListItem _roomListItem = _roomListItemGO.GetComponent <RoomListItem>();
            if (_roomListItem != null)
            {
                _roomListItem.Setup(match, JoinRoom);
            }

            roomList.Add(_roomListItemGO);
        }

        if (roomList.Count == 0)
        {
            status.text = "0 rooms";
        }
    }
예제 #26
0
 public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matches)
 {
     status.text = "";
     if (!success)
     {
         status.text = "Couldn't get room list.";
         return;
     }
     ClearRoomList();
     foreach (MatchInfoSnapshot match in matches)
     {
         GameObject _roomListItemGameObject = Instantiate <GameObject>(roomListItemPrefab);
         _roomListItemGameObject.transform.SetParent(roomListParent);
         // component to set up name/userCount + join game callback function.
         RoomListItem _roomListItem = _roomListItemGameObject.GetComponent <RoomListItem>();
         if (_roomListItem != null)
         {
             _roomListItem.Setup(match, JoinRoom);
         }
         roomList.Add(_roomListItemGameObject);
     }
     if (roomList.Count == 0)
     {
         status.text = "No rooms available.";
     }
 }
예제 #27
0
    public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matchList)
    {
        status.text = "";
        if (!success || matchList == null)
        {
            status.text = "Couldn't get room list";
            return;
        }

        foreach (MatchInfoSnapshot match in matchList)
        {
            GameObject roomListItemGO = Instantiate(roomListItemPrefab);
            roomListItemGO.transform.SetParent(roomListParent);

            RoomListItem _roomListItem = roomListItemGO.GetComponent <RoomListItem>();
            if (_roomListItem != null)
            {
                _roomListItem.Setup(match, JoinRoom);
            }

            //Have a component sit on the gameobject that will take care
            //of setting up the name and amount of users as well as setting
            //up a callback function that will join the game
            roomList.Add(roomListItemGO);
        }

        if (roomList.Count == 0)
        {
            status.text = "No rooms at the moment :(";
        }
    }
    public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matchList)
    {
        status.text = "";
        if (!success || matchList == null)
        {
            status.text = "Couldn't get matches..";
            return;
        }


        // MatchDesc has been renamed to MatchInfoSnapshot.
        foreach (MatchInfoSnapshot match in matchList)
        {
            GameObject _roomListItemGO = Instantiate(roomListItemPrefab);
            _roomListItemGO.transform.SetParent(roomListParent);

            // have a component on gameobject that will take care of setting up a name/amount of users.
            RoomListItem _roomListItem = _roomListItemGO.GetComponent <RoomListItem>();
            if (_roomListItem != null)
            {
                _roomListItem.Setup(match, JoinRoom);
            }
            // as well as setting up callback function that will join a game

            roomList.Add(_roomListItemGO);
        }

        if (roomList.Count == 0)
        {
            status.text = "no rooms available...";
        }
    }
예제 #29
0
    public void OnMatchList(bool success, string extendedInfo, List <MatchInfoSnapshot> matchList)
    {
        status.text = "";
        if (!success || matchList == null)
        {
            status.text = "Couldn't get room list.";
            return;
        }

        foreach (MatchInfoSnapshot match in matchList)
        {
            GameObject _roomListItemGO = Instantiate(roomListItemPrefab);
            _roomListItemGO.transform.SetParent(roomListParent, false);
            RoomListItem _roomListItem = _roomListItemGO.GetComponent <RoomListItem>();
            if (_roomListItem != null)
            {
                _roomListItem.Setup(match, JoinRoom);
            }

            roomList.Add(_roomListItemGO);
        }

        if (roomList.Count == 0)
        {
            status.text = "No rooms found.";
        }
    }
예제 #30
0
    public void OnMatchList(bool success, string extendInfo, List <MatchInfoSnapshot> matchList)
    {
        if (!success)
        {
            status.text = "Error Loading Room List : \n" + extendInfo;
            return;
        }
        if (matchList.Count == 0)
        {
            status.text = "No Rooms Found";
            return;
        }
        status.text = "";
        foreach (MatchInfoSnapshot match in matchList)
        {
            GameObject _roomListItemGeo = Instantiate(roomListItemPrefab);
            _roomListItemGeo.transform.SetParent(roomListParent);

            RoomListItem _roomListItem = _roomListItemGeo.GetComponent <RoomListItem>();
            if (_roomListItem != null)
            {
                _roomListItem.Setup(match, JoinRoom);
            }

            roomList.Add(_roomListItemGeo);
        }
    }