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conn.CreateLobby(); + lobby = conn.CreateLobby(); mainMenu.SetActive(false); serverMenu.SetActive(false); lobbyMenu.SetActive(true); + lobbyMenu.transform.GetChild(1).gameObject.GetComponent().text = "Code: " + lobby; + ReloadMenu(); } } } @@ -84,7 +97,30 @@ public class MainMenuController : MonoBehaviour { mainMenu.SetActive(false); serverMenu.SetActive(true); lobbyMenu.SetActive(false); + ReloadMenu(); + } + } + } + + public void ReloadMenu() { + if(serverMenu.activeSelf) { + for (int i = serverMenu.transform.GetChild(2).GetChild(0).childCount-1; i >= 1 ; i--) { + DestroyImmediate(serverMenu.transform.GetChild(2).GetChild(0).GetChild(i).gameObject); + } + // Simulate Lobbies in a Server + for (int i = 0; i < Random.Range(2, 15); i++) { + var lobby = Instantiate(serverMenu.transform.GetChild(2).GetChild(0).GetChild(0), serverMenu.transform.GetChild(2).GetChild(0)); + lobby.GetComponentInChildren().text = "LBY" + Random.Range(0, 10) + Random.Range(0, 10) + Random.Range(0, 10); + lobby.gameObject.SetActive(true); + } + serverMenu.GetComponentInChildren().Reload(); + } + if (lobbyMenu.activeSelf) { + for (int i = lobbyMenu.transform.GetChild(2).GetChild(0).childCount-1; i >= 1; i--) { + DestroyImmediate(lobbyMenu.transform.GetChild(2).GetChild(0).GetChild(i).gameObject); } + // Add Lobby Games to list when function exists + lobbyMenu.GetComponentInChildren().Reload(); } } } diff --git a/unity/Assets/Scripts/Scrollable.cs b/unity/Assets/Scripts/Scrollable.cs index 17c463c..81c3342 100644 --- a/unity/Assets/Scripts/Scrollable.cs +++ b/unity/Assets/Scripts/Scrollable.cs @@ -6,15 +6,14 @@ using UnityEngine.UI; public class Scrollable : MonoBehaviour { public const float size = 35f; void Start() { - 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