void Ok() { //发送准备请求 NetMsg.ClientReadyReq msg = new NetMsg.ClientReadyReq(); msg.iUserId = GameData.Instance.PlayerPlayingPanelData.iUserId; Network.NetworkMgr.Instance.GameServer.SendReadyReq(msg); }
public void HandleBtnPlayReady() { //发送玩家准备按钮 NetMsg.ClientReadyReq msg = new NetMsg.ClientReadyReq(); msg.iUserId = GameData.Instance.PlayerPlayingPanelData.iUserId; Debug.Log("发送玩家准备按钮"); NetworkMgr.Instance.GameServer.SendReadyReq(msg); }
/// <summary> /// 发送同意解散房间的消息 /// </summary> /// <param name="status">1发起,2表示同意,3表示拒绝</param> public void SendDissolveMessage(int status) { NetMsg.ClientDismissRoomReq msg = new NetMsg.ClientDismissRoomReq(); msg.iUserId = GameData.Instance.PlayerNodeDef.iUserId; msg.cType = (byte)status; NetworkMgr.Instance.GameServer.SendDisMissRoomReq(msg); //发送准备请求 if (status == 3 && GameData.Instance.PlayerPlayingPanelData.iDissolveStatus == 1) { GameData.Instance.PlayerPlayingPanelData.iDissolveStatus = 0; NetMsg.ClientReadyReq ready = new NetMsg.ClientReadyReq(); ready.iUserId = GameData.Instance.PlayerNodeDef.iUserId; NetworkMgr.Instance.GameServer.SendReadyReq(ready); } }
/// <summary> /// 点击继续按钮 /// </summary> void HandleBtnNextRound(int status) { PlayerPlayingPanelData pppd = GameData.Instance.PlayerPlayingPanelData; GameResultPanelData grpd = GameData.Instance.GameResultPanelData; //如果是手动点击继续,自动解除托管 if (status == 1) { if (pppd.iPlayerHostStatus > 0) { GameData.Instance.GameResultPanelData.iHandClick = 1; NetMsg.ClientCancleAutoStatusReq msg = new NetMsg.ClientCancleAutoStatusReq(); msg.iUserId = GameData.Instance.PlayerNodeDef.iUserId; msg.iSeatNum = (byte)pppd.bySeatNum; Network.NetworkMgr.Instance.GameServer.SendClientCancleAutoStatusReq(msg); } } else { GameData.Instance.GameResultPanelData.iHandClick = 2; } //如果玩家是托管,这个时候检测解散信息 if (pppd.iDissolveFlag == 1) { pppd.iDissolveFlag = 0; NetMsg.ClientDismissRoomRes msg = pppd.DismissRoomRes; //显示解散界面 int seatNum = pppd.GetOtherPlayerPos(msg.iUserId); //显示玩家发起解散房间 if (msg.cType == 1) { if (pppd.isBeginGame || pppd.iMethodId == 11) { //显示界面 UIMainView.Instance.PlayerPlayingPanel.DissolvePanel.SetActive(true); UIMainView.Instance.PlayerPlayingPanel.DissolvePanel.transform.localPosition = Vector3.zero; UIMainView.Instance.PlayerPlayingPanel.DissolvePanel.transform.localScale = Vector3.one; if (pppd.isBeginGame || pppd.isWatingPlayerDownOrUp) { //更新界面 UIMainView.Instance.PlayerPlayingPanel.DissolvePanel.GetComponent <DissvloeNoticePanel>().iseatNum = seatNum; UIMainView.Instance.PlayerPlayingPanel.DissolvePanel.GetComponent <DissvloeNoticePanel>().ShowAllPlayerMessage(); } } } else if (msg.cType == 3) { UIMainView.Instance.PlayerPlayingPanel.DissolvePanel.SetActive(false); System.Text.StringBuilder str = new System.Text.StringBuilder(); str.Append("由于玩家【"); str.Append(pppd.usersInfo[seatNum].szNickname); str.Append("】拒绝,房间解散失败,继续游戏"); UIMgr.GetInstance().GetUIMessageView().Show(str.ToString(), Ok); } } //判断玩家是解散结束还是正常结束 if (grpd.HandDissolve == 0 && !grpd.isEndGame) { if (!pppd.isAllAutoStatus && pppd.iDissolveStatus != 1) { //发送准备请求 NetMsg.ClientReadyReq msg = new NetMsg.ClientReadyReq(); msg.iUserId = GameData.Instance.PlayerPlayingPanelData.iUserId; Debug.Log("点击继续按钮,发送准备请求"); Network.NetworkMgr.Instance.GameServer.SendReadyReq(msg); } GameData.Instance.GameResultPanelData.isPanelShow = false; if (pppd.isBeginGame) { UIMainView.Instance.PlayerPlayingPanel.InitPanel(); } } //如果玩家是解散结束的 else { //关闭玩家的单局结算界面 grpd.isShowRoundGameResult = false; //显示总的结算数据 grpd.isShowRoomGameResult = true; UIMainView.Instance.GameResultPanel.SpwanAllGameResult(); UpdateShow(); } SystemMgr.Instance.GameResultSystem.UpdateShow(); }