// Use this for initialization protected virtual void Awake() { localSingleton = this; _items = new GenericUIList <GameInfoPacket>(ItemPrefab.gameObject, LayoutGroup, ItemPrefab.transform.parent); ClientUIOverlord.onUIStateChanged += (ClientUIStates newState) => { if (newState == ClientUIStates.GameLobby) { resetSelection(); } }; Connection.SetHandler((short)ServerCommProtocl.LobbyGameStats, handleGameStatsUpdate); }
protected virtual void Awake() { Properties = new GenericUIList <LobbyPropertyData>(PropPrefab.gameObject, PropertiesGroup); Lobby = Lobby ?? GetComponentInParent <LobbyUi>(); }
// Use this for initialization protected virtual void Awake() { _items = new GenericUIList <GameInfoPacket>(ItemPrefab.gameObject, LayoutGroup); Connection.Connected += OnConnectedToMaster; }
// Use this for initialization protected virtual void Awake() { _items = new GenericUIList <GameInfoPacket>(ItemPrefab.gameObject, LayoutGroup); }
// Use this for initialization protected virtual void Awake() { items = new GenericUIList <GameInfoPacket>(ItemPrefab.gameObject, LayoutGroup); Msf.Connection.SetHandler((short)ServerCommProtocl.LobbyGameStats, handleGameStatsUpdate); }