public override void ConnectedToServer() { txt.text = "waiting for join to room!"; RoomSetting room = new RoomSetting(); JoinToServer(room); }
private void Init() { if (GameStateManager.Instance.CurrentScene == 1) { RSetting = GameObject.FindGameObjectWithTag("RoomSetting").GetComponent <RoomSetting>(); } }
public void NotifyRoomSetting(RoomSetting roomSetting, bool showMessage) { if (RoomSettingUpdatedEvent != null) { RoomSettingUpdatedEvent(roomSetting, showMessage); } }
//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); } }
protected override void SendParameter(NetWriter writer, ActionParam actionParam) { if (actionParam.HasValue) { RoomSetting requestPack = actionParam.GetValue <RoomSetting>(); writer.writeString("RoomSetting", JsonUtil.SerializeObject(requestPack)); } }
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)); }
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(); }
//// 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); }
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); } } }
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(); } }
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(); }
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(); }
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)); }
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(); }
public void SaveRoomSetting(string playerId, RoomSetting roomSetting) { _tractorHost.SaveRoomSetting(playerId, roomSetting); }
public Recorder(RoomSetting setting) { _currentRoom = setting; }
void Awake() { m_instance = this; }