using AX.MessageSystem; using AX.Network.Protocols; using AX.NetworkSystem; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class OwnerScroll : MonoBehaviour { public GameObject itemPre; public Transform content; private List users = new List(); public ToggleGroup toggleGroup; // Use this for initialization void Awake () { if (itemPre == null) { itemPre = Resources.Load("HandOver/OwnerItem") as GameObject; } if (content == null) { content = transform.Find("Viewport/Content"); } toggleGroup = GetComponent(); } void OnEnable() { getMyUsers(); CreateItems(); NetworkMessageDispatcher.AddListener("HAND_OVER_SYNC", Reset); } void OnDisable() { NetworkMessageDispatcher.RemoveListener("HAND_OVER_SYNC", Reset); } void Reset(BinaryMessage message) { StartCoroutine(UpdateUsers()); } IEnumerator UpdateUsers() { yield return new WaitForSeconds(0.1f); getMyUsers(); CreateItems(); } void getMyUsers() { users = new List(); foreach(UserData user in CurrentUserInfo.room.UserList) { //演习模式下 if(GameSettings.othersSettings.mode == Mode.manoeuvre && user.Org.ParentId == CurrentUserInfo.mySelf.OrganizationId) { users.Add(user); } //练习模式下 else if(GameSettings.othersSettings.mode == Mode.Practice && user.Org.ParentId == CurrentUserInfo.organization.Id) { users.Add(user); } } } void CreateItems() { for (int i = 0; i ().Set(user,toggleGroup); userItem.transform.Find("OwnerPanel").GetComponent().GetOwnersPower(user); } } // Update is called once per frame void Update () { } }