/// <summary> /// 显示主面板 /// </summary> public void updateMainPanel() { // 设置好友列表内容 Data.Clear(); foreach (var buddyGroup in LogicDataCenter.snsDataManager.getBuddyGroupList()) { // 添加一个好友分组 UBuddyGroupTreeViewDataSource data = new UBuddyGroupTreeViewDataSource(); data.nBuddyGroupID = buddyGroup.Info.nBuddyGroupID; data.Depth = 0; data.IsExpanded = buddyGroup.isExpanded; Data.Add(data); // 添加该好友分组下的好友 foreach (var buddy in LogicDataCenter.snsDataManager.getBuddyListByBuddyGroupID(buddyGroup.Info.nBuddyGroupID)) { data = new UBuddyGroupTreeViewDataSource(); data.nUserID = buddy.Info.nUserID; data.Depth = 1; Data.Add(data); } } setBuddyGroupTreeViewDataSource(); // 设置自己的信息 DataCenter.SNSDataManager.BuddyInfo myInfo = LogicDataCenter.snsDataManager.MyBuddyInfo; MyAvatar.sprite = USpriteManager.Instance.GetSprite(USpriteManager.ESpriteType.EST_PlayerHead, WndID.WND_ID_PLAYERFRAME, 2, 1); MyName.text = myInfo.Info.szName; MyStatus.text = LogicDataCenter.snsDataManager.getSelfStatusDesc(); }
/// <summary> /// 显示主面板 /// </summary> public void updateMainPanel() { // 设置好友列表内容 Data.Clear(); List <SNSDataManager.BuddyInfo> buddyList = null; bool isWarScene = GameLogicAPI.isInWarScene() > 0; foreach (var buddyGroup in LogicDataCenter.snsDataManager.getBuddyGroupList()) { // 战场中不显示附近的人分组信息 if (isWarScene && buddyGroup.Info.nBuddyGroupID == (int)EMSNS_BUDDYGROUP_ID.EMSNS_BUDDYGROUP_ID_NEARBY) { continue; } // 添加一个好友分组 UBuddyGroupTreeViewDataSource data = new UBuddyGroupTreeViewDataSource(); data.nBuddyGroupID = buddyGroup.Info.nBuddyGroupID; data.Depth = 0; data.IsExpanded = buddyGroup.isExpanded; Data.Add(data); // 添加该好友分组下的好友 buddyList = LogicDataCenter.snsDataManager.getBuddyListByBuddyGroupID(buddyGroup.Info.nBuddyGroupID); foreach (var buddy in buddyList) { data = new UBuddyGroupTreeViewDataSource(); data.nUserID = buddy.Info.nUserID; data.Depth = 1; Data.Add(data); } } setBuddyGroupTreeViewDataSource(); // 设置自己的信息 DataCenter.SNSDataManager.BuddyInfo myInfo = LogicDataCenter.snsDataManager.MyBuddyInfo; MyAvatar.sprite = USpriteManager.Instance.GetSprite(USpriteManager.ESpriteType.EST_PlayerHead, WndID.WND_ID_SNS_MAINPANEL, 1, 1); MyName.text = myInfo.Info.szName; MyStateText.text = LogicDataCenter.snsDataManager.getSelfStatusDesc(); MyStateIcon.sprite = USpriteManager.Instance.GetSprite(USpriteManager.ESpriteType.EST_GameState, WndID.WND_ID_SNS_MAINPANEL, UDefines.GetGameStateIconID(myInfo.Info.nStatus)); if (String.IsNullOrEmpty(myInfo.Info.szMood) == false) { MyMoodInputField.text = myInfo.Info.szMood; if (MoodTips != null) { MoodTips.SetText(UTooltipParamName.BodyText, myInfo.Info.szMood); MoodTips.tipPosition = TipPosition.MouseTopRightCorner; MoodTips.enabled = true; } } }
/// <summary> /// Convert item to node. /// </summary> /// <returns>The node.</returns> /// <param name="item">Item.</param> protected virtual TreeNode <UBuddyGroupTreeItemData> Item2Node(UBuddyGroupTreeViewDataSource item) { var nodeItem = new UBuddyGroupTreeItemData(item.Name, item.Icon); nodeItem.Tag = item.Tag; nodeItem.Name = item.Name; nodeItem.nUserID = item.nUserID; nodeItem.nBuddyGroupID = item.nBuddyGroupID; return(new TreeNode <UBuddyGroupTreeItemData>(nodeItem, new ObservableList <TreeNode <UBuddyGroupTreeItemData> >(), item.IsExpanded, item.IsVisible)); }