/// <summary> /// 点击面板关闭按钮 /// </summary> void HandleCloseBtn() { GameData gd = GameData.Instance; PlayerMessagePanelData pmpd = gd.PlayerMessagePanelData; pmpd.PanelShow = false; UpdateShow(); }
/// <summary> /// 产生对应的消息面板 /// </summary> public void SpwanAgencyMessagePanel() { GameData gd = GameData.Instance; PlayerMessagePanelData pmpd = gd.PlayerMessagePanelData; pmpd.PanelShow = true; UpdateShow(); //初始化之前的数据 PlayerMessagePrefabCommon[] message = Grid.GetComponentsInChildren <PlayerMessagePrefabCommon>(); if (message.Length > 0) { for (int i = 0; i < message.Length; i++) { Destroy(message[i].gameObject); } } //如果玩家没有消息,直接return if (pmpd.PlayerMessageData[0].data.Count <= 0) { NoneMessage.SetActive(true); return; } else { NoneMessage.SetActive(false); } ////修改content的值 //float height = (pmpd.PlayerMessageData[0].data.Count-1) * 170f; //Grid.GetComponent<RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, height); //Grid.GetComponent<RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 0); //先清除玩家的之前的消息,后期在进行优化 PlayerMessagePrefabCommon[] prefab = Grid.GetComponentsInChildren <PlayerMessagePrefabCommon>(); if (prefab.Length > 0) { for (int i = 0; i < prefab.Length; i++) { Destroy(prefab[i].gameObject); } } //产生新的消息 for (int i = 0; i < pmpd.PlayerMessageData[0].data.Count; i++) { GameObject go = Instantiate(Resources.Load <GameObject>("Lobby/PlayerMessagePanel/RelationMessage")); go.transform.SetParent(Grid.transform); go.transform.localScale = Vector3.one; go.transform.localPosition = new Vector3(go.transform.localPosition.x, go.transform.localPosition.y, 0); go.transform.localEulerAngles = Vector3.zero; //为消息预置体赋值 go.GetComponent <PlayerMessagePrefabCommon>().messageContent = pmpd.PlayerMessageData[0].data[i]; } }
/// <summary> /// 处理大厅的玩家消息的按钮 /// </summary> void HandlePlayerMessageBtn() { GameData gd = GameData.Instance; PlayerMessagePanelData pmpd = gd.PlayerMessagePanelData; MessageReq(1); pmpd.timer = MahjongCommonMethod.Instance.DateTimeToUnixTimestamp(System.DateTime.Now); //把时间写入请求时间 PlayerPrefs.SetInt("time_m" + GameData.Instance.PlayerNodeDef.iUserId, (int)MahjongCommonMethod.Instance.DateTimeToUnixTimestamp(System.DateTime.Now)); UIMainView.Instance.LobbyPanel.RedPoint[1].gameObject.SetActive(false); }
/// <summary> /// 面板更新显示 /// </summary> public void UpdateShow() { GameData gd = GameData.Instance; PlayerMessagePanelData pmpd = gd.PlayerMessagePanelData; if (pmpd.PanelShow) { gameObject.SetActive(true); GameData.Instance.isShowQuitPanel = false; } else { GameData.Instance.isShowQuitPanel = true; gameObject.SetActive(false); } }
/// <summary> /// 请求玩家消息内容 /// </summary> /// <param name="status">1表示每隔五分钟请求</param> public void MessageReq(int status) { GameData gd = GameData.Instance; PlayerMessagePanelData pmpd = gd.PlayerMessagePanelData; string url = LobbyContants.MAJONG_PORT_URL + pmpd.url_suffix; if (SDKManager.Instance.IOSCheckStaus == 1) { url = LobbyContants.MAJONG_PORT_URL_T + pmpd.url_suffix; } Dictionary <string, string> value = new Dictionary <string, string>(); value.Add("uid", gd.PlayerNodeDef.iUserId.ToString()); //value.Add("uid", "10000940"); //点击玩家消息按钮,获取消息的对应数据 MahjongCommonMethod.Instance.GetPlayerMessageData_IE(url, value, pmpd.GetMessageData, pmpd.json_title, status); }
/// <summary> /// 活动按钮 /// </summary> void HandleFestivalActivity() { GameData gd = GameData.Instance; PlayerMessagePanelData pmpd = gd.PlayerMessagePanelData; //pmpd.timer = MahjongCommonMethod.Instance.DateTimeToUnixTimestamp(System.DateTime.Now); //把时间写入请求时间 #if UNITY_EDITOR UIMainView.Instance.FestivalActivity.gameObject.SetActive(true); #else if (GameData.Instance.PlayerNodeDef.userDef.byUserSource == 2)//如果是微信 { UIMainView.Instance.FestivalActivity.gameObject.SetActive(true); } else { UIMgr.GetInstance().GetUIMessageView().Show("请使用微信登陆参与活动!"); } #endif }