public void RestoreDefaultSetting() { if (GlobalDataScript.roomParameters == null) { return; } staticc__ChoiceR_response res = GlobalDataScript.roomParameters; for (int i = 0; i < res.choice_info.Count; i++) { choice_info item = res.choice_info [i]; choiceArray [i].title.text = item.name; for (int j = 0; j < item.choice.Count; j++) { //choiceArray[i].choiceList[j].isOn = (j==item.index); choiceArray [i].choiceTextList [j].text = item.choice [j]; } for (int j = item.choice.Count; j < choiceArray [i].choiceList.Count; j++) { choiceArray [i].choiceList [j].gameObject.SetActive(false); } } for (int i = res.choice_info.Count; i < choiceArray.Length; i++) { choiceParent [i].gameObject.SetActive(false); } }
public void createNanjingRoom() { staticc__room_opreation_api request = new staticc__room_opreation_api(); request.SESSIONID = GamePreferences.Instance.SessionId; request.operation = 1; // 1 means create, 2 means join request.rtype = ApiCode.CODE_ZERO; staticc__ChoiceR_response res = GlobalDataScript.roomParameters; for (int i = 0; i < res.choice_info.Count; i++) { play_config_unit item = new play_config_unit(); item.name = res.choice_info [i].name; item.choice = res.choice_info [i].choice [itemChooseIndex [i]]; item.choice_order = itemChooseIndex [i]; request.play_config.Add(item); } CustomSocket.getInstance().sendMsg(new ClientRequest(ApiCode.CreateRoomRequest).SetContent <staticc__room_opreation_api>(request)); }
private void chooseGameCallBack(ClientResponse response) { if (response.handleCode == StatusCode.SESSION_expire || response.handleCode == StatusCode.SESSION_invalid || response.bytes == null) { Debug.Log("chooseGameCallBack error " + response.handleCode); return; } staticc__ChoiceR_response res = ClientRequest.DeSerialize <staticc__ChoiceR_response>(response.bytes); GlobalDataScript.roomParameters = res; for (int i = 0; i < res.choice_info.Count; i++) { choice_info item = res.choice_info [i]; Debug.Log(i + ": " + item.name + " " + item.choice.Count); // + " " + item.default); for (int j = 0; j < item.choice.Count; j++) { Debug.Log("item choice " + j + " " + item.choice [j]); } } }