/// <summary> /// 显示解散房间的窗口 /// </summary> /// <param name="passTime">已经经过的时间</param> public void ShowRoomDismiss(int passTime = 0) { if (gameObject.activeSelf) { return; } int index = 0; var dic = App.GetGameData <FillpitGameData>().UserInfoDict; foreach (var keyVal in dic) { var userInfo = keyVal.Value; DismissMsgItem item = DismissItems[index++]; item.SetItemData(userInfo); item.PlayerType = 2; item.gameObject.SetActive(true); } SetMannerBtn(true); _dismissGrid.hideInactive = true; _dismissGrid.Reposition(); gameObject.SetActive(true); transform.GetChild(0).gameObject.SetActive(true); //_dismissRoom.transform.GetChild(0).gameObject.SetActive(true); _dismissTime = App.GetGameData <FillpitGameData>().tpcdTime - passTime; StartCoroutine(CountDownDismiss()); }
void ResetDismissRoom() { int index = 0; // PaiJiuPlayer[] users =App.GetGameManager<PaiJiuGameManager>().SeatSort; var userList = App.GetGameData <PaiJiuGameData>().PlayerList; // ReSharper disable once ForCanBeConvertedToForeach for (int i = 0; i < userList.Length; i++) { PaiJiuPlayer user = (PaiJiuPlayer)userList[i]; if (user == null || user.Info == null || user.Info.Id <= 0) { continue; } DismissMsgItem item = DismissItems[index++]; item.PlayerName = user.Info.NickM; item.PlayerId = user.Info.Id; item.PlayerType = 2; } for (int i = 0; i < DismissItems.Length; i++) { DismissItems[i].gameObject.SetActive(i < index); } }
/// <summary> /// 显示解散房间的窗口 /// </summary> public void ShowRoomDismiss() { if (DismissRoom.activeSelf) { return; } int index = 0; var users = App.GameData.PlayerList; foreach (var yxBaseGamePlayer in users) { var user = (PlayerPanel)yxBaseGamePlayer; if (user.Info.Id <= 0) { continue; } DismissMsgItem item = DismissItems[index++]; item.PlayerName = user.Nick; item.PlayerId = user.Info.Id; item.PlayerType = 2; } for (int i = 0; i < DismissItems.Length; i++) { DismissItems[i].gameObject.SetActive(i < index); } SetMannerBtn(true); _dismissGrid.hideInactive = true; _dismissGrid.Reposition(); DismissRoom.SetActive(true); DismissRoom.transform.GetChild(0).gameObject.SetActive(true); _dismissTime = 20; StartCoroutine(CountDownDismissUpdate()); }