//---------------------------------------------------------------------
    // 收到更新機台資料
    public void RcvUpdateMachineList(byte[] byarData)
    {
        CPACK_TMachineData MachineData = GameConnet.m_oGameClient.DoDeSerialize <CPACK_TMachineData>(byarData);

        m_MachineDatas[MachineData.m_uiTID] = MachineData;
        Debug.Log("收到更新機台 : " + MachineData.m_uiTID + " 資料");
    }
Beispiel #2
0
    //---------------------------------------------------------------------
    // 收到檯桌式機台機制
    public void RcvMachineData(byte[] byarData)
    {
        m_MachineDatas              = new Dictionary <uint, CPACK_TMachineData>();
        m_MachineTableArea          = new Dictionary <uint, byte>();
        m_MachineBuyInConfig        = GameConnet.m_oGameClient.DoDeSerialize <CPACK_TMGameConfig>(byarData);
        MainGame_Control.NoBetRound = m_MachineBuyInConfig.m_byChkUnbetRound;
        Debug.Log("收到檯桌式機台機制 : " + "等級多少以上才能Buyin : " + m_MachineBuyInConfig.m_usBuyinLv);

        NobetRound = m_MachineBuyInConfig.m_byChkUnbetRound.ToString();
        foreach (var item in m_MachineBuyInConfig.m_dicTableGroupSet)
        {                      //分區數量做設定
            Debug.Log("桌群ID: " + item.Value.m_byGroupID + " 分區標籤名稱 : " + item.Value.m_strTagName + "  起始桌號 : " + item.Value.m_uiStartTableID + "  末尾桌號 : " + item.Value.m_uiEndTableID);
            if (NowGroup == 0) //如果目前分區是初始值 設定目前分區
            {
                NowGroup = item.Value.m_byGroupID;
            }
            for (uint i = item.Value.m_uiStartTableID; i <= item.Value.m_uiEndTableID; i++)
            {     //根據各分區起末號 設定各機台的ID跟人數
                if (!m_MachineDatas.ContainsKey(i))
                { //m_MachineDatas 如果沒有找到 加入桌檯資料
                    CPACK_TMachineData Data = new CPACK_TMachineData();
                    Data.m_uiTID       = i;
                    Data.m_usMemberCnt = 0;
                    m_MachineDatas.Add(i, Data);
                }
                if (!m_MachineTableArea.ContainsKey(i)) //根據桌檯ID給予分區編號
                {
                    m_MachineTableArea.Add(i, item.Value.m_byGroupID);
                }
            }
        }
        CheckMachineClass = true;
        Debug.Log("收到檯桌式機台資料");
    }
 //---------------------------------------------------------------------
 // 收到檯桌式機台機制
 public void RcvMachineData(byte[] byarData)
 {
     m_MachineDatas              = new Dictionary <uint, CPACK_TMachineData>();
     m_MachineTableArea          = new Dictionary <uint, ushort>();
     m_MachineBuyInConfig        = GameConnet.m_oGameClient.DoDeSerialize <CPACK_TMGameConfig>(byarData);
     MainGame_Control.NoBetRound = m_MachineBuyInConfig.m_byChkUnbetRound;
     Debug.Log("收到檯桌式機台機制 : " + "等級多少以上才能Buyin : " + MainConnet.m_PlayerData.m_strNickName);
     foreach (var item in m_MachineBuyInConfig.m_dicTableGroupSet)
     {
         Debug.Log("分區標籤名稱 : " + item.Value.m_strTagName + "  起始桌號 : " + item.Value.m_uiStartTableID + "  末尾桌號 : " + item.Value.m_uiEndTableID);
     }
     foreach (var item in m_MachineBuyInConfig.m_dicTableGroupSet)
     {
         for (uint i = item.Value.m_uiStartTableID; i <= item.Value.m_uiEndTableID; i++)
         {
             if (!m_MachineDatas.ContainsKey(i))
             {
                 CPACK_TMachineData Data = new CPACK_TMachineData();
                 Data.m_uiTID       = i;
                 Data.m_usMemberCnt = 0;
                 m_MachineDatas.Add(i, Data);
             }
             if (!m_MachineTableArea.ContainsKey(i))
             {
                 m_MachineTableArea.Add(i, item.Value.m_byGroupID);
             }
         }
     }
     AutoButton_Control.TableDataGet = true;
     Debug.Log("收到檯桌式機台資料");
 }
Beispiel #4
0
    //---------------------------------------------------------------------
    // 收到更新機台資料
    public void RcvUpdateMachineList(byte[] byarData)
    {
        CPACK_TMachineData MachineData = GameConnet.m_oGameClient.DoDeSerialize <CPACK_TMachineData>(byarData);

        m_MachineDatas[MachineData.m_uiTID] = MachineData;
        if (MachineData.m_uiTID == GameConnet.m_TMachineBuyInGameData.m_uiTID)
        {
            SicBoGameMain.Inst.ButtonControl.UpdatePlayersCnt = true;   //如果收到更新人數 且 是自己的機台 則更新顯示
        }
        Debug.Log("收到更新機台 : " + MachineData.m_uiTID + " 資料");
    }