using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; public class ItemList : BaseList { public GameObject[] setting; List cList; public void initList(CustomPeerList cpl) { Dictionary sList = cpl.getPeers(); // if(sList.Count>0) // { //List cList = new List(); cList = new List(); foreach (SCRtcPeer value in sList.Values) { CustomPeer cp = (CustomPeer)value; if(!cp.isBig) cList.Add(cp); } UpdateConfigs(cList); // } } public void AddList(CustomPeer customPeer) { if (!customPeer.isBig) cList.Add(customPeer); UpdateConfigs(cList); } public void RemoveList(CustomPeer customPeer) { if (!customPeer.isBig) cList.Remove(customPeer); UpdateConfigs(cList); } bool isShow=false; public void changeSetting() { for (int i = 0; i < setting.Length; i++) { setting[i].SetActive(!isShow); } isShow = !isShow; } }