public override void InitUI() { base.InitUI(); Properties = new UIProperties( UIframework.UIManager.SceneUIs.RoomBrowserUI, UIframework.UIManager.DisplayUIMode.Normal, UIframework.UIManager.UITypes.UnderBlurEffect, false, true); // Keep track the room count everytime the room list update. m_LastUpdateRoomCount = 0; m_RoomList = GetComponentInChildren <RoomList>(); m_RoomPreview = GetComponentInChildren <RoomPreview>(); m_NoRoomAvailablePopupWindow = GetComponentInChildren <PupupWindowUI>(); m_Animator = GetComponent <Animator>(); #if UNITY_EDITOR if (m_RoomList == null) { Debug.LogError("Couldn't find room list compoment under " + this.gameObject.name); } if (m_RoomPreview == null) { Debug.LogError("Couldn't find room preview compoment under " + this.gameObject.name); } if (m_NoRoomAvailablePopupWindow == null) { Debug.LogError("Couldn't find PopupWindow UI compoment under " + this.gameObject.name); } #endif SetLanguage(GameLanguageManager.CurrentLanguage); }
/// <summary> /// Receive boradcast message form the network manager when the room list updated. /// </summary> private void UpdateRoomListAndPerview() { // No need to update the room list when it is not displaying or not connected to the server. if (!IsDisplaying || !NetworkManager.IsConnectedToServer) { return; } if (!m_RoomList || !m_RoomPreview || !m_NoRoomAvailablePopupWindow) { m_RoomList = GetComponentInChildren <RoomList>(); m_RoomPreview = GetComponentInChildren <RoomPreview>(); m_NoRoomAvailablePopupWindow = GetComponentInChildren <PupupWindowUI>(); } // Get the room info form the server, // and populate the room detail element in the room browser's room list. m_RoomList.UpdateList(); // If room count at previous update is ZERO but now there has new room. if (m_LastUpdateRoomCount == 0 && HasAvailableRoom) { // Show room preview. m_RoomPreview.ShowRoomPreview(true); } // If room count at previous update is non-zero but now there has no room available. else if (m_LastUpdateRoomCount > 0 && !HasAvailableRoom) { // Hide the room preview. m_RoomPreview.ShowRoomPreview(false); } // If we have available room at this moment... if (HasAvailableRoom) { m_NoRoomAvailablePopupWindow.PullBack(); // First check if the room still exist after the update. if (string.IsNullOrEmpty(m_RoomPreview.SelectedRoomName) || !CheckSelectedRoomStillExist()) { // Manually set the first room element in the list as the default option. m_RoomList.GetRoomDetails(0).OnClickRoomListElementButton(); } } else { m_NoRoomAvailablePopupWindow.Popup(); } // Keep track the room count. m_LastUpdateRoomCount = PhotonNetwork.GetRoomList().Length; }