Beispiel #1
0
    public void BossQuestionAnswerSucceed()
    {
        Msg_Client2Logic_PVE_Trigger_Effect_Room_Req te = new Msg_Client2Logic_PVE_Trigger_Effect_Room_Req();

        te.type = RoomPosType.RoomPosType_DevilAnswerRight;
#if UNITY_EDITOR
        Debug.Log(StringBuilderTool.ToString("发送魔王答题成功"));
#endif
        Send <Msg_Client2Logic_PVE_Trigger_Effect_Room_Req>(te, GameApp.SocketClient_Game, (int)MsgType.enum_Msg_Client2Logic_PVE_Trigger_Effect_Room_Req);
    }
Beispiel #2
0
    public void TriggerGridEffect(EEventType EventType)
    {
        Msg_Client2Logic_PVE_Trigger_Effect_Room_Req te = new Msg_Client2Logic_PVE_Trigger_Effect_Room_Req();

        switch (EventType)
        {
        default:
        case EEventType.eNull:
            break;

        case EEventType.eStart:
            te.type = RoomPosType.RoomPosType_Start;
            break;

        case EEventType.eQandA:
            te.type = RoomPosType.RoomPosType_Question;
            break;

        case EEventType.eMove:
            te.type = RoomPosType.RoomPosType_Move;
            break;

        case EEventType.eShop:
            break;

        case EEventType.eToBoss:
            te.type = RoomPosType.RoomPosType_ToInnerRound;
            break;

        case EEventType.eBoss:
            te.type = RoomPosType.RoomPosType_DevilQuestion;
            break;
        }
#if UNITY_EDITOR
        Debug.Log(StringBuilderTool.ToString("发送触发格子事件:", te.type));
#endif
        Send <Msg_Client2Logic_PVE_Trigger_Effect_Room_Req>(te, GameApp.SocketClient_Game, (int)MsgType.enum_Msg_Client2Logic_PVE_Trigger_Effect_Room_Req);
    }