private void SetNearbyRoleInfo(GameObject obj, PRelationNear near) { obj.name = obj.name + near.roleId.ToString(); NGUITools.FindInChild <UILabel>(obj, "name").text = near.name; NGUITools.FindInChild <UILabel>(obj, "lvl").text = near.lvl.ToString(); NGUITools.FindInChild <UISprite>(obj, "job").spriteName = GetJobInfo(near.job); NGUITools.FindInChild <UILabel>(obj, "fight").text = near.fightpoint.ToString(); NGUITools.FindInChild <UILabel>(obj, "name").color = ColorConst.FONT_LIGHT; NGUITools.FindInChild <UILabel>(obj, "lvl").color = ColorConst.FONT_BLUE; NGUITools.FindInChild <UILabel>(obj, "fight").color = ColorConst.FONT_BLUE; if (near.vip > 0) { NGUITools.FindChild(obj, "vip").SetActive(true); NGUITools.FindInChild <UILabel>(obj, "vip/vipvalue").text = near.vip.ToString(); } else { NGUITools.FindChild(obj, "vip").SetActive(false); } obj.transform.FindChild("time").gameObject.SetActive(false); obj.transform.FindChild("button").gameObject.SetActive(true); NGUITools.FindInChild <UILabel>(obj, "button/label").text = "加为好友"; obj.transform.FindChild("handle").gameObject.SetActive(false); obj.SetActive(true); }
public void read(MemoryStream msdata) { PRelationNear.readLoop(msdata, near); }