GetRoomList using NGUI

Options
hi all, from last 4 days i am trying to figure out how to display room list using NGUI but, I failed.. anyone successfully displayed Room list using NGUI? please help me...!!!
Thanks

Comments

  • Tobias
    Options
    I don't use NGUI but: Did you check out the simplistic room listing in the Worker Demo (in PUN package)? Do you understand that one?
    If your problem is related to NGUI and showing and updating lists in it, then you should head over to their forum.
  • wana7262
    Options
    i got it ....!!!
    declare NGUI variables
    var WidgetParent : Transform;
    	var ListPrefab : GameObject;
    	var NoList : GameObject;
    
    function ServerListNew()
    	{
    		if(listRefreshed)
    		{
    			NoList.SetActive(false);
    			for ( var room : RoomInfo in roomList)
    			{
    				var go = Instantiate(ListPrefab) as GameObject;
       				go.transform.parent = WidgetParent.transform;
       				go.transform.position.x = 0;
       				go.transform.position.y = 0;
       				go.transform.position.z = 0;
       				go.transform.localScale.x = 1;
       				go.transform.localScale.y = 1; 
       				go.transform.localScale.z = 1; 
       				go.transform.localRotation.z = 0;
       				WidgetParent.GetComponent.<UIGrid>().Reposition();
       				var labels = go.GetComponentsInChildren(Transform);
    				for( var g : Transform in labels)
    				{
    					if (g.name == "HostName")
    					{
    						g.GetComponent.<UILabel>().text = room.name;
    					}
    					if (g.name == "MapName")
    					{
    						g.GetComponent.<UILabel>().text = "Infected";
    					}
    					if (g.name == "Players")
    					{
    						g.GetComponent.<UILabel>().text = room.playerCount + "/" + room.maxPlayers;
    					}
    					if (g.name == "Ping")
    					{
    						g.GetComponent.<UILabel>().text = PhotonNetwork.GetPing().ToString();
    					}
    					if(g.name == "Join")
    					{
    						if(room.playerCount < room.maxPlayers)
    						{
    							g.gameObject.GetComponent.<ClickJoin>().RoomName = room.name;
    						}	
    					}
    				}
    			}
    			if(roomList.Length == 0)
    			NoList.SetActive(true);