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using System;
using System.Collections.Generic;
using KKSG;
using UILib;
using UnityEngine;
using XMainClient.UI.UICommon;
using XUtliPoolLib;
namespace XMainClient.UI
{
internal class BattleVoiceHandler : DlgHandlerBase
{
public GameObject tpl;
private XUIPool m_pool = new XUIPool(XSingleton<XGameUI>.singleton.m_uiTool);
public Dictionary<ulong, BattleVoiceNode> dic = new Dictionary<ulong, BattleVoiceNode>();
protected override void Init()
{
base.Init();
this.tpl = base.PanelObject.transform.Find("tpl").gameObject;
this.m_pool.SetupPool(this.tpl.transform.parent.gameObject, this.tpl, 2u, true);
}
public void Refresh(List<VoipRoomMember> _server)
{
this.dic.Clear();
this.m_pool.ReturnAll(false);
for (int i = 0; i < _server.Count; i++)
{
GameObject gameObject = this.m_pool.FetchGameObject(false);
gameObject.transform.localPosition = new Vector3(-147f, (float)(10 - 40 * i), 0f);
IXUILabel ixuilabel = gameObject.GetComponent("XUILabel") as IXUILabel;
ixuilabel.SetText(_server[i].name);
GameObject gameObject2 = gameObject.transform.Find("voice").gameObject;
gameObject2.SetActive(true);
GameObject gameObject3 = gameObject.transform.Find("speak").gameObject;
gameObject3.SetActive(false);
BattleVoiceNode battleVoiceNode = new BattleVoiceNode();
battleVoiceNode.memberid = _server[i].memberID;
battleVoiceNode.sign = false;
battleVoiceNode.roleid = _server[i].roleID;
battleVoiceNode.speak = gameObject3;
battleVoiceNode.voice = gameObject2;
this.dic.Add(battleVoiceNode.roleid, battleVoiceNode);
}
}
public void Play(ulong[] roleids, int[] states)
{
bool flag = DlgBase<BattleMain, BattleMainBehaviour>.singleton.IsLoaded();
if (flag)
{
for (int i = 0; i < roleids.Length; i++)
{
bool flag2 = this.dic.ContainsKey(roleids[i]);
if (flag2)
{
this.dic[roleids[i]].speak.SetActive(states[i] == 2);
this.dic[roleids[i]].voice.SetActive(states[i] == 1);
}
}
}
}
}
}
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