/// <summary> /// 退出房间 /// </summary> /// <param name="proto"></param> public void ExitRoom(JY_ROOM_LEAVE proto) { SeatEntity seat = GetSeatByPlayerId(proto.playerId); if (seat == null) { return; } seat.PlayerId = 0; PeopleCounting(); SendSeatInfoChangeNotify(seat); AppDebug.Log(seat.Nickname + "离开房间"); if (seat == PlayerSeat) { NetWorkSocket.Instance.SafeClose(GameCtrl.Instance.SocketHandle); SceneMgr.Instance.LoadScene(SceneType.Main); } }
/// <summary> /// 服务器广播玩家离开消息 /// </summary> /// <param name="obj"></param> private void OnServerBroadcastLeave(byte[] obj) { JY_ROOM_LEAVE proto = JY_ROOM_LEAVE.decode(obj); RoomJuYouProxy.Instance.ExitRoom(proto); }