void GetFriendsInfo() { if (m_Friends != null) { m_Friends.Clear(); } if (m_Players != null) { m_Players.Clear(); } switch (m_CurrentTab) { case eFriendsTabMode.FriendsSNS: return; case eFriendsTabMode.FriendsAdd: { C2G.FriendsCandidateList _packet = new C2G.FriendsCandidateList(); Network.GameServer.JsonAsync <C2G.FriendsCandidateList, C2G.FriendsCandidateListAck>(_packet, OnFriendsCandidateListHandler); return; } } C2G.FriendsInfoGet packet = new C2G.FriendsInfoGet(); packet.state = (eFriendsState)m_CurrentTab; Network.GameServer.JsonAsync <C2G.FriendsInfoGet, C2G.FriendsInfoGetAck>(packet, OnFriendsInfoGetHandler); }
//C2G.FriendsInfoGetAck ack; void OnFriendsInfoGetHandler(C2G.FriendsInfoGet packet, C2G.FriendsInfoGetAck ack) { //this.ack = ack; m_Friends = ack.friends.FindAll(e => e.state_info.state == (eFriendsState)m_CurrentTab); m_Players = null; if (m_CurrentTab == eFriendsTabMode.FriendsList) { m_FriendsList.Clear(); m_FriendsList.AddRange(ack.friends); UpdateSendGetButton(); } if (m_CurrentTab == eFriendsTabMode.FriendsApproveList && m_Friends.Count > 0) { Network.Instance.NotifyMenu.is_friends_requested = true; UpdateNotify(); } InitItem(); }