using TMPro;
using UnityEngine;
using UnityEngine.Events;
namespace LobbyRelaySample.UI
{
///
/// Controls an entry in the join menu's list of lobbies, acting as a clickable button as well as displaying info about the lobby.
///
[RequireComponent(typeof(LocalLobbyObserver))]
public class LobbyButtonUI : MonoBehaviour
{
[SerializeField]
TMP_Text lobbyNameText;
[SerializeField]
TMP_Text lobbyCountText;
///
/// Subscribed to on instantiation to pass our lobby data back
///
public UnityEvent onLobbyPressed;
LocalLobbyObserver m_DataObserver;
void Awake()
{
m_DataObserver = GetComponent();
}
///
/// UI CallBack
///
public void OnLobbyClicked()
{
onLobbyPressed?.Invoke(m_DataObserver.observed);
}
public void UpdateLobby(LocalLobby lobby)
{
m_DataObserver.observed.CopyObserved(lobby);
}
public void OnLobbyUpdated(LocalLobby data)
{
lobbyNameText.SetText(data.LobbyName);
lobbyCountText.SetText($"{data.PlayerCount}/{data.MaxPlayerCount}");
}
}
}