public void SetTable(ref Hashtable list) { while (table.transform.childCount > 0) { DestroyImmediate(table.transform.GetChild(0).gameObject); } viewList = new Hashtable(); //System.Collections.IDictionaryEnumerator enumerator = list.GetEnumerator(); //while (enumerator.MoveNext()) //{ foreach (RoleData r in UserManager.Instance.RoleTable.Values) { //RoleData r = vv as RoleData;//UserManager.Instance.RoleTable[enumerator.Key] as RoleData; GameObject obj = Instantiate(rolePrefabe); obj.SetActive(true); HeadRole pop = obj.GetComponent <HeadRole>(); obj.name = r.sort.ToString(); pop.InitData(r); pop.transform.parent = table.transform; pop.transform.localScale = Vector3.one; viewList.Add(r.sort, pop); } table.Reposition(); scroll.ResetPosition(); table.repositionNow = true; }
public void SetRoleList(ref List <RoleData> list) { while (roleTable.transform.childCount > 0) { DestroyImmediate(roleTable.transform.GetChild(0).gameObject); } if (list != null) { roleViewTable = new Hashtable(); for (int i = 0; i < list.Count; i++) { RoleData r = list[i] as RoleData; GameObject obj = Instantiate(rolePrefabe); obj.SetActive(true); HeadRole pop = obj.GetComponent <HeadRole>(); pop.InitData(r, true); obj.name = r.sort.ToString(); pop.transform.parent = roleTable.transform; pop.transform.position = Vector3.zero; pop.transform.localScale = Vector3.one; roleViewTable.Add(r.csv_id, pop); } roleTable.Reposition(); roleScrollView.ResetPosition(); roleScrollView.Scroll(0); roleTable.repositionNow = true; } }