Beispiel #1
0
    // Tick 主游戏流程
    public void SetGameMainStatus(NETMANAGER_STATUS netStatus)
    {
        switch (netStatus)
        {
        case NETMANAGER_STATUS.CONNECT_SUCESS:
        {
            break;
        }

        case NETMANAGER_STATUS.CONNECT_FAILED_CONNECT_ERROR:
        {
            break;
        }

        case NETMANAGER_STATUS.CONNECT_FAILED_TIME_OUT:
        {
            break;
        }

        case NETMANAGER_STATUS.CONNECT_EXIT:
        {
            GetNetwork().Disconnect();
            GameProcedure.s_pEventSystem.PushEvent(GAME_EVENT_ID.GE_NET_CLOSE, "服务器关闭连接!");
            break;
        }

        default:
        {
            break;
        }
        }
    }
Beispiel #2
0
 /// <summary>
 /// 网络状态改变回调函数
 /// </summary>
 /// <param name="netStatus">改变的网络状态</param>
 public override void NetStatusChange(NETMANAGER_STATUS netStatus)
 {
     if (GameProcedure.GetActiveProcedure() == GameProcedure.s_ProcMain)
     {
         SetNetStatus(netStatus);
     }
 }
Beispiel #3
0
    // Tick 游戏登录流程.
    public void SetGameLoginStatus(NETMANAGER_STATUS netStatus)
    {
        switch (netStatus)
        {
        case NETMANAGER_STATUS.CONNECT_SUCESS:
        {
            //LogManager.Log("Connect Sucess");
            GameProcedure.s_ProcLogIn.SetStatus(GamePro_Login.PLAYER_LOGIN_STATUS.LOGIN_CONNECTED_OK);        //
            break;
        }

        case NETMANAGER_STATUS.CONNECT_FAILED_CONNECT_ERROR:
        {
            GameProcedure.s_ProcLogIn.SetStatus(GamePro_Login.PLAYER_LOGIN_STATUS.LOGIN_CONNECT_FAILED);
            GameProcedure.s_pEventSystem.PushEvent(GAME_EVENT_ID.GE_NET_CLOSE, "网络连接失败!");
            break;
        }

        case NETMANAGER_STATUS.CONNECT_FAILED_TIME_OUT:
        {
            //LogManager.Log("Connect failed time out");
            GameProcedure.s_ProcLogIn.SetStatus(GamePro_Login.PLAYER_LOGIN_STATUS.LOGIN_CONNECT_FAILED);
            GameProcedure.s_pEventSystem.PushEvent(GAME_EVENT_ID.GE_NET_CLOSE, "连接超时!");
            break;
        }

        case NETMANAGER_STATUS.CONNECT_EXIT:
        {
            //LogManager.Log("Connect exit");
            GameProcedure.s_ProcLogIn.SetStatus(GamePro_Login.PLAYER_LOGIN_STATUS.LOGIN_CONNECT_FAILED);
            GameProcedure.s_pEventSystem.PushEvent(GAME_EVENT_ID.GE_NET_CLOSE, "连接退出!");
        }
        break;

        case NETMANAGER_STATUS.NO_CONNECT:
            GameProcedure.s_pEventSystem.PushEvent(GAME_EVENT_ID.GE_NET_CLOSE, "网络连接失败!");
            break;

        default:
        {
            break;
        }
        }
    }
Beispiel #4
0
    //
    // Tick不同的游戏流程
    //
    //--------------------------------------------------------------------------------------------------------------

    //--------------------------------------------------------------------------------------------------------------
    //
    // 设置网络状态
    //

    // 设置网络状态
    //--------------------------------------------------------------------------------------------------------------
    //
    // 设置网络状态
    //

    // 设置网络状态
    public void SetNetStatus(NETMANAGER_STATUS netStatus)
    {
        //当前流程是登录流程
        if (GameProcedure.GetActiveProcedure() == GameProcedure.s_ProcLogIn)
        {
            // Tick 游戏登录流程.
            SetGameLoginStatus(netStatus);
        }
        //处于主游戏循环中
        else if (GameProcedure.GetActiveProcedure() == GameProcedure.s_ProcMain)
        {
            // Tick 主游戏流程
            SetGameMainStatus(netStatus);
        }
        else if (GameProcedure.GetActiveProcedure() == GameProcedure.s_ProcChangeScene)
        {
            GameProcedure.s_ProcChangeScene.SetStatus(GamePro_ChangeScene.PLAYER_CHANGE_SERVER_STATUS.CHANGESCENE_CONNECT_SUCCESS);
        }
    }