/// <summary> /// 放于游戏开始交互,记录参与游戏的玩家信息 /// </summary> /// <param name="seats"></param> public void CreateHistoryItem(int[] seats) { _curHistoryItemInfo = new HistoryItemInfo { Users = new List <HistoryUserInfo>(), RoundVal = App.GetGameData <PaiJiuGameData>().CurRound }; var userList = App.GetGameData <PaiJiuGameData>().PlayerList; // ReSharper disable once ForCanBeConvertedToForeach for (int i = 0; i < seats.Length; i++) { int seat = seats[i]; PaiJiuUserInfo paiJiuUserInfo = (PaiJiuUserInfo)userList[seat].Info; if (paiJiuUserInfo != null) { HistoryUserInfo hui = new HistoryUserInfo { Seat = seat, PaiJiuUserInfo = paiJiuUserInfo, }; _curHistoryItemInfo.Users.Add(hui); } } }
public void InitItem(HistoryItemInfo itemInfo) { var userInfoList = itemInfo.Users; //先将所有的玩家信息隐藏 foreach (Transform child in _usersParent) { child.gameObject.SetActive(false); } int count = userInfoList.Count; for (int i = 0; i < count; i++) //不对应座位号 { Transform child = _usersParent.GetChild(i); child.GetComponent <HistoryUser>().InitUser(userInfoList[i]); child.gameObject.SetActive(true); } _usersParent.GetComponent <UIGrid>().Reposition(); InitTurn(itemInfo.RoundVal); InitTime(itemInfo.Time); }
public void Reset() { ItemList.Clear(); HistoryList.Clear(); _curHistoryItemInfo = new HistoryItemInfo(); }