public void OnMatchList(bool success, string extentedInfo, List <MatchInfoSnapshot> matchList) { statut.text = ""; if (matchList == null) { statut.text = "Problème de lors de la récupérationde la liste des serveurs "; return; } foreach (MatchInfoSnapshot match in matchList) { GameObject _roomListItemGo = Instantiate(roomListItemPrefab); _roomListItemGo.transform.SetParent(roomListParent); RoomListItems _roomListItems = _roomListItemGo.GetComponent <RoomListItems>(); if (_roomListItems != null) { _roomListItems.Setup(match, JoinRoom); } roomList.Add(_roomListItemGo); } if (roomList.Count == 0) { statut.text = "Aucun serveur en ligne actuellement"; } }
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); RoomListItems _roomListItem = _roomListItemGO.GetComponent <RoomListItems>(); 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."; } }