예제 #1
0
    void makeFriendSlot(S_FriendInfo info)
    {
        friendSlot newSlot = (Instantiate(m_FriendSlotPrefab,
                                          m_ParentOfFriendList).GetComponent <friendSlot>()); // slot 생성

        newSlot.setSlot(info, requestDeleteFriend, clickWhisper);                             // 각 slot에 deleteFriend함수 연결시켜줘야함
        m_FriendList.Add(newSlot);                                                            // add list
    }
예제 #2
0
 /// <summary>
 /// 삭제 버튼 클릭 이벤트 세팅
 /// </summary>
 public void setSlot(S_FriendInfo info, dClickEvent funcDelete, dClickEvent funcWhisper)
 {
     m_friendInfo            = info;
     m_dDeletClickEvent      = null;
     m_dDeletClickEvent     += funcDelete;
     m_dWhisperClickEvent    = null;
     m_dWhisperClickEvent   += funcWhisper;
     m_userNicknameText.text = m_friendInfo.m_nickName;
 }
예제 #3
0
    /// <summary>
    /// 친구 리스트 response process
    /// </summary>
    /// <param name="curEventData"></param>
    void responseFriendList(C_BasePacket curEventData)
    {
        C_BaseSocialPacket data = (C_BaseSocialPacket)curEventData;

        if (data.m_socialType != SocialPacketType.packetTypeSocialFriendListResponse)
        {
            return;
        }
        C_SocialPacketFriendListResponse curData = (C_SocialPacketFriendListResponse)data;

        if (curData.m_size > 0)
        {
            m_PlzAddFriendText.SetActive(false);
            for (int i = 0; i < curData.m_size; ++i)                  // 일단, 임시로 5명의 친구를 추가
            {
                S_FriendInfo newInfo = new S_FriendInfo();            // info 객체 생성
                newInfo.m_nickName = curData.m_friends[i];
                makeFriendSlot(newInfo);                              // 객체 생성
            }
            // recttransform resizing
            m_ParentOfFriendList.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, 10 + m_SlotSizeOffsetY * m_FriendList.Count);
        }
    }