void OnDestroy()
 {
     m_GameServerStatus.SetNull();
     m_CurrGameServerStatus = null;
     m_GameServerName       = null;
     m_CurrGameServerData   = null;
     OnGameServerClick      = null;
 }
Beispiel #2
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    /// <summary>
    /// 当点击选择服务器视图中的服务器item回调处理
    /// </summary>
    /// <param name="serverName"></param>
    private void OnClickGameServerItemCallback(RetGameServerEntity gameServerEntity)
    {
        GameServerEnterView.SetUI(gameServerEntity);

        //保存当前选择的区服信息
        GlobalInit.Instance.m_currentSelectGameServer = gameServerEntity;

        //关闭当前选择服务器视图
        WindowUIMgr.Instance.CloseWindow(WindowUIType.GameServerSelect);
    }
Beispiel #3
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    public void SetUI(RetGameServerEntity entity)
    {
        this.m_RetGameServerEntity    = entity;
        m_currGameServerStatus.sprite = m_gameServerStatus[entity.RunStatus];

        m_ip = entity.Ip;

        m_port = entity.Port;

        m_gameServerName.text = entity.Name;
    }
    /// <summary>
    /// 设置已经选择的服务器信息
    /// </summary>
    /// <param name="entity"></param>
    private void SetCurrentSelectGameServer(RetAccountEntity entity)
    {
        RetGameServerEntity serverEntity = new RetGameServerEntity
        {
            Id   = entity.Id,
            Name = entity.LastServerName,
            Ip   = entity.LastServerIP,
            Port = entity.LastServerPort
        };

        GlobalInit.Instance.m_currentSelectGameServer = serverEntity;
    }
Beispiel #5
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    /// <summary>
    /// 把最后登录的服务器信息存入数据库
    /// </summary>
    private void UpdateLastLogOnServer(RetAccountEntity retAccount, RetGameServerEntity retGameServer)
    {
        Dictionary <string, object> dic = new Dictionary <string, object>();

        {
            dic["Type"]           = 2;
            dic["userId"]         = retAccount.Id;
            dic["lastServerId"]   = retGameServer.Id;
            dic["lastServerName"] = retGameServer.Name;
        }

        NetWorkHttp.Instance.SendData(GlobalInit.WebAccountUrl + "api/GameServer", true, dic, OnUpdateLastLogServerCallback);
    }
 public void SetUI(RetGameServerEntity entity)
 {
     m_CurrGameServerData = entity;
     m_CurrGameServerStatus.overrideSprite = m_GameServerStatus[entity.RunStatus];
     m_GameServerName.text = entity.Name;
 }
 /// <summary>
 /// 设置已选择的服务器
 /// </summary>
 /// <param name="entity"></param>
 public void SetSelectGameServerUI(RetGameServerEntity entity)
 {
     if (m_CurrSelectGameServer == null) return;
     m_CurrSelectGameServer.SetUI(entity);
 }
 private void OnGameServerClickCallBack(RetGameServerEntity obj)
 {
     if (OnGameServerClick != null) OnGameServerClick(obj);
 }
Beispiel #9
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 public void SetUI(RetGameServerEntity gameServerEntity)
 {
     textDefaultGameServer.text = gameServerEntity.Name;
 }