Repository URL to install this package:
|
Version:
2023.7.14 ▾
|
/*
* Copyright 2016 Game Server Services, Inc. or its affiliates. All Rights
* Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License").
* You may not use this file except in compliance with the License.
* A copy of the License is located at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* or in the "license" file accompanying this file. This file is distributed
* on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either
* express or implied. See the License for the specific language governing
* permissions and limitations under the License.
*
* deny overwrite
*/
// ReSharper disable UnusedAutoPropertyAccessor.Global
// ReSharper disable CheckNamespace
using System.Collections.Generic;
using Gs2.Unity.Gs2Friend.ScriptableObject;
using Gs2.Unity.UiKit.Gs2Friend.Context;
using Gs2.Unity.UiKit.Gs2Friend.Fetcher;
using UnityEngine;
namespace Gs2.Unity.UiKit.Gs2Friend
{
/// <summary>
/// Main
/// </summary>
[AddComponentMenu("GS2 UIKit/Friend/SendFriendRequest/View/Gs2FriendOwnSendFriendRequestList")]
public partial class Gs2FriendOwnSendFriendRequestList : MonoBehaviour
{
private List<Gs2FriendOwnFriendUserContext> _children;
public void Update() {
if (_fetcher.Fetched) {
for (var i = 0; i < this.maximumItems; i++) {
if (i < this._fetcher.SendFriendRequests.Count) {
_children[i].FriendUser.targetUserId = this._fetcher.SendFriendRequests[i].UserId;
_children[i].gameObject.SetActive(true);
}
else {
_children[i].gameObject.SetActive(false);
}
}
}
}
}
/// <summary>
/// Dependent components
/// </summary>
public partial class Gs2FriendOwnSendFriendRequestList
{
private Gs2FriendNamespaceContext _context;
private Gs2FriendOwnSendFriendRequestListFetcher _fetcher;
public void Awake()
{
_context = GetComponentInParent<Gs2FriendNamespaceContext>();
_fetcher = GetComponentInParent<Gs2FriendOwnSendFriendRequestListFetcher>();
_children = new List<Gs2FriendOwnFriendUserContext>();
for (var i = 0; i < this.maximumItems; i++) {
var node = Instantiate(this.prefab, transform);
node.FriendUser = OwnFriendUser.New(
_context.Namespace,
""
);
node.gameObject.SetActive(false);
_children.Add(node);
}
this.prefab.gameObject.SetActive(false);
}
}
/// <summary>
/// Public properties
/// </summary>
public partial class Gs2FriendOwnSendFriendRequestList
{
}
/// <summary>
/// Parameters for Inspector
/// </summary>
public partial class Gs2FriendOwnSendFriendRequestList
{
public Gs2FriendOwnFriendUserContext prefab;
public int maximumItems;
}
/// <summary>
/// Event handlers
/// </summary>
public partial class Gs2FriendOwnSendFriendRequestList
{
}
}