Beispiel #1
0
    public override void ConnectedToServer()
    {
        txt.text = "waiting for join to room!";
        RoomSetting room = new RoomSetting();

        JoinToServer(room);
    }
Beispiel #2
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 private void Init()
 {
     if (GameStateManager.Instance.CurrentScene == 1)
     {
         RSetting = GameObject.FindGameObjectWithTag("RoomSetting").GetComponent <RoomSetting>();
     }
 }
Beispiel #3
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 public void NotifyRoomSetting(RoomSetting roomSetting, bool showMessage)
 {
     if (RoomSettingUpdatedEvent != null)
     {
         RoomSettingUpdatedEvent(roomSetting, showMessage);
     }
 }
Beispiel #4
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 //保存房间游戏设置
 public void SaveRoomSetting(string playerId, RoomSetting roomSetting)
 {
     if (this.SessionIDGameRoom.ContainsKey(playerId))
     {
         GameRoom gameRoom = this.SessionIDGameRoom[playerId];
         gameRoom.SetRoomSetting(roomSetting);
     }
 }
Beispiel #5
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 protected override void SendParameter(NetWriter writer, ActionParam actionParam)
 {
     if (actionParam.HasValue)
     {
         RoomSetting requestPack = actionParam.GetValue <RoomSetting>();
         writer.writeString("RoomSetting", JsonUtil.SerializeObject(requestPack));
     }
 }
Beispiel #6
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        public void SettingChanged(RoomSetting setting)
        {
            if (disposedValue)
            {
                throw new ObjectDisposedException(nameof(StreamMonitor));
            }

            _httpTimer.Interval = TimeSpan.FromSeconds(setting.TimingCheckInterval).TotalMilliseconds;
            _danMuClient.SetTimingDanmakuRetry(TimeSpan.FromMilliseconds(setting.TimingDanmakuRetry));
        }
Beispiel #7
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 public void SwithRoom(Room room) //Меняем комнату
 {
     for (int i = 0; i < _rooms.Count; i++)
     {
         if (room == _rooms[i]._NameRoom && _currentEnumRoom != _rooms[i]._NameRoom)
         {
             _currentEnumRoom = _rooms[i]._NameRoom;
             _currentRoom     = _rooms[i];
         }
     }
     SetStartButton();
 }
Beispiel #8
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    //// ROOM : JOINT AND CREATE ////
    //send create name room
    public void CreateRoomInName(RoomSetting settings)
    {
        nameRoom = settings.nameRoom;
        //String maxUsers = settings.maxUsers.ToString();
        int maxUsers = settings.maxUsers;

        Dictionary <string, object> gameData = new Dictionary <string, object>();

        gameData.Add("name", nameRoom);
        gameData.Add("maxuser", maxUsers);
        gameData.Add("owncreate", namePlayer);
        mySocket.Emit("create_room", gameData);
    }
Beispiel #9
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        public StreamMonitor(RoomSetting setting)
        {
            RoomId = setting.RoomId;
#if DEBUG
            StreamStarted += (o, args) =>
            {
                LogEvent?.Invoke(this,
                                 args.IsLive
                                                                ? new LogEventArgs {
                    Log = $@"[{RoomId}] [{args.Type}] [{setting.UserName}] 开播:{setting.Title}"
                }
                                                                : new LogEventArgs {
                    Log = $@"[{RoomId}] [{args.Type}] [{setting.UserName}] 下播/未开播"
                });
            };
#endif
            _danMuClient                  = new DanMuClient(RoomId, TimeSpan.FromMilliseconds(setting.TimingDanmakuRetry));
            _danMuClient.LogEvent        += (o, args) => LogEvent?.Invoke(o, args);
            _danMuClient.ReceivedDanmaku += (o, args) =>
            {
                switch (args.Danmaku.MsgType)
                {
                case MsgType.LiveStart:
                    StreamStarted?.Invoke(this, new StreamStartedArgs
                    {
                        Type   = TriggerType.弹幕,
                        IsLive = true
                    });
                    break;

                case MsgType.LiveEnd:
                    StreamStarted?.Invoke(this, new StreamStartedArgs
                    {
                        Type   = TriggerType.弹幕,
                        IsLive = false
                    });
                    break;
                }
            };
            _httpTimer = new Timer(TimeSpan.FromSeconds(setting.TimingCheckInterval).TotalMilliseconds)
            {
                Enabled             = false,
                AutoReset           = true,
                SynchronizingObject = null,
                Site = null
            };
            _httpTimer.Elapsed += (sender, e) =>
            {
                Check(TriggerType.HttpApi);
            };
        }
 private void OnSettingChange(RoomSetting setting)
 {
     for (int i = 0; i < 4; i++)
     {
         if (i < setting.playerNumbers)
         {
             players[i].SetActive(true);
         }
         else
         {
             players[i].SetActive(false);
         }
     }
 }
Beispiel #11
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 public static void AddLog(RoomSetting room)
 {
     if (!room.LogTitle)
     {
         return;
     }
     Lock.EnterWriteLock();
     try
     {
         File.AppendAllTextAsync(TitleFileName, $@"[{DateTime.Now}] [{room.RoomId}] [{room.UserName}]:{room.Title}{Environment.NewLine}");
     }
     finally
     {
         Lock.ExitWriteLock();
     }
 }
Beispiel #12
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    private void Start()
    {
        for (int i = 0; i < _buttons.Count; i++) //У меня в тесте предполагается что больше 4 кнопок не нужно,
                                                 //в зависимости от проекта можно добвить больше
        {
            _buttons[i].gameObject.SetActive(false);
            _buttonsText.Add(_buttons[i].GetComponentInChildren <TextMeshProUGUI>());
        }
        for (int i = 0; i < _rooms.Count; i++)
        {
            if (_currentEnumRoom == _rooms[i]._NameRoom)
            {
                _currentRoom = _rooms[i];
            }
        }


        SetStartButton();
    }
Beispiel #13
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        private void btnOK_Click(object sender, EventArgs e)
        {
            RoomSetting rs = new RoomSetting();

            rs.RoomName              = this.mainForm.ThisPlayer.CurrentRoomSetting.RoomName;
            rs.RoomOwner             = this.mainForm.ThisPlayer.CurrentRoomSetting.RoomOwner;
            rs.AllowSurrender        = this.cbxAllowSurrender.Checked;
            rs.AllowRobotMakeTrump   = this.cbxAllowRobotMakeTrump.Checked;
            rs.AllowJToBottom        = this.cbxJToBottom.Checked;
            rs.DisplaySignalCardInfo = this.cbxDisplaySignalCardInfo.Checked;

            string riotMinScore = (string)this.cbbRiotByScore.SelectedItem;

            rs.AllowRiotWithTooFewScoreCards = riotMinScore == doNotAllow ? -1 : Int32.Parse(riotMinScore);
            string riotMinTrump = (string)this.cbbRiotByTrump.SelectedItem;

            rs.AllowRiotWithTooFewTrumpCards = riotMinTrump == doNotAllow ? -1 : Int32.Parse(riotMinTrump);
            rs.secondsToWaitForReenter       = Decimal.ToInt32(this.nudReenterWaitSeconds.Value);

            List <int> mandRanks = new List <int>();

            for (int i = 0; i < 13; i++)
            {
                Control[] controls = this.Controls.Find(string.Format("cbxMust_{0}", i), true);
                if (controls != null && controls.Length > 0)
                {
                    CheckBox cbxMust = ((CheckBox)controls[0]);
                    if (cbxMust.Checked)
                    {
                        mandRanks.Add(i);
                    }
                }
            }
            rs.SetManditoryRanks(mandRanks);

            if (!this.mainForm.ThisPlayer.CurrentRoomSetting.Equals(rs))
            {
                this.mainForm.ThisPlayer.CurrentRoomSetting = rs;
                RoomSettingChangedByClientEvent();
            }
            this.Close();
        }
Beispiel #14
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    private void OnCreateRoomClick(GameObject go)
    {
        DebugHelper.LogInfo("点击创建房间按钮");

        //值为选择时的序号、0表示默认

        RoomSetting requestPack = new RoomSetting()
        {
            Game     = GameType.LPGJ,
            PlayerNo = 4 - mPlayerCountGroup.getIndex(),
            SeqCount = mSeqCountGroup.getIndex(),
        };

        requestPack.Others = new System.Collections.Generic.Dictionary <string, int>();
        requestPack.Others.Add(RoomSettingConst.LPGJ_DianPaoHu, mPlayOptionGroup.getIndex());
        //requestPack.Others.Add(RoomSettingConst.LPGJ_ScorePower, mEndPointsGroup.getIndex());
        requestPack.Others.Add(RoomSettingConst.LPGJ_ScorePower, 0);

        Debug.Log("PlayerNo :" + requestPack.PlayerNo.ToString());
        Net.Instance.Send((int)ActionType.CreatRoom, OnCreatRoomCallback, new ActionParam(requestPack));
    }
Beispiel #15
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        public void AddDogToRoom(DogInRoomDetailsView dog, int roomNumber)
        {
            try
            {
                Entities    context     = new Entities();
                RoomSetting roomSetting = new RoomSetting();
                roomSetting.Comments      = dog.Comments;
                roomSetting.DogNumber     = dog.DogNumber;
                roomSetting.RoomNumber    = roomNumber;
                roomSetting.OrderNumber   = dog.OrderNumber;
                roomSetting.RoomFromDate  = dog.FromDateInRoom;
                roomSetting.RoomToDate    = dog.ToDateInPension;
                roomSetting.RoomShiftFrom = dog.RoomShiftFrom;
                roomSetting.RoomShiftTo   = dog.RoomShiftTo;
                context.RoomSetting.Add(roomSetting);
                context.SaveChanges();
            }

            catch (Exception ex)
            {
                throw ex;
            }
        }
 private void OnSettingChange(RoomSetting setting)
 {
     Refresh();
 }
Beispiel #17
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 public void SaveRoomSetting(string playerId, RoomSetting roomSetting)
 {
     _tractorHost.SaveRoomSetting(playerId, roomSetting);
 }
Beispiel #18
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 public Recorder(RoomSetting setting)
 {
     _currentRoom = setting;
 }
Beispiel #19
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 void Awake()
 {
     m_instance = this;
 }