_TheStrongestSnail/TheStrongestSnail/Assets/Scripts/LqUiScripts/FriendPanel.cs
2024-11-27 02:04:37 +08:00

85 lines
2.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static Unity.IO.LowLevel.Unsafe.AsyncReadManagerMetrics;
using UnityEngine.Playables;
public class FriendPanel : MonoBehaviour
{
public GameObject friendinfoPrefab;
public Transform friendList;
public GameObject invitefriendsPanel;
public getInviteList62 getInviteList62=new getInviteList62();
public InviteInfoList inviteInfoList=new InviteInfoList();
public List<FriendInfo> friendInfos = new List<FriendInfo>();//好友信息列表
// Start is called before the first frame update
async void Start()
{
inviteInfoList= await getInviteList62.queryInviteHigherInfo();
CreateItem();
//for(int i=0;i<6;i++)
//{
// GameObject slot = GameObject.Instantiate(friendinfoPrefab, friendList);
//}
}
// Update is called once per frame
void Update()
{
}
public void CreateItem()
{
foreach (InviteUserInfo item in inviteInfoList.data.dataList)
{
GameObject newItem = Instantiate(friendinfoPrefab, friendList);
FriendInfo ItemComponent = newItem.GetComponent<FriendInfo>();
// 设置实例化对象的内容
ItemComponent.nameTxt.text=item.nickName;
ItemComponent.phonrNumberTxt.text=item.userName;
ItemComponent.UserId=item.userId;
ItemComponent.timeTxt.text =item.bindTime;
// 判断是否已存在
bool exists = false;
foreach (FriendInfo info in friendInfos)
{
if (info.UserId == item.userId)
{
exists = true;
break;
}
}
// 如果不存在,则添加到列表
if (!exists)
{
friendInfos.Add(newItem.GetComponent<FriendInfo>());
}
else
{
// 如果已存在,可以根据需求决定是否销毁该实例
Destroy(newItem);
}
}
}
public void SetFriendPanel()
{
transform.gameObject.SetActive(false);
invitefriendsPanel.SetActive(true);
}
}