public void onUpdateRoomRule(object data) { RoomEvent.sC2V_RoomRule roomRule = (RoomEvent.sC2V_RoomRule)data; updateRoomInfo(true); _inRoomLevel.sprite = CommonUtil.Util.getSprite(CommonDefine.ResPath.PLAZA_ROOM_LEVEL + roomRule.roomLevel); _inRoomLevelText.text = "" + getBaseScore() + "积分"; string model = ""; //CommonUtil.Util.getModeStr(roomRule.playerNum,roomRule.gridLevel); if (roomRule.playerNum == 2) { model = model + "双人"; } else if (roomRule.playerNum == 3) { model = model + "三人"; } else if (roomRule.playerNum == 4) { model = model + "四人"; } if (roomRule.gridLevel == 4) { model = model + "四阶"; } else if (roomRule.gridLevel == 6) { model = model + "六阶"; } else if (roomRule.gridLevel == 8) { model = model + "八阶"; } _inRoomModel.text = model; _inRoomLmtRound.text = "" + roomRule.lmtRound; _inRoomLmtTurnTime.text = "" + roomRule.lmtTurnTime; _inRoomGridLevel = roomRule.gridLevel; _currentRoomID.text = "房间ID:" + roomRule.roomID; //创建房间成功 showPanel(ePlazaRoomPanelType.ROOM_PANEL); }
//-----------------------------接收消息处理------------------------ public void onInitActionPanel(object data) { RoomEvent.sC2V_RoomRule rr = (RoomEvent.sC2V_RoomRule)data; _round.text = "回合 1" + "/" + rr.lmtRound; _round.gameObject.SetActive(false); _lmtTurnTime = rr.lmtTurnTime; _leftTime = _lmtTurnTime; if (_lmtTurnTime == 0) { //不限制每手时长 _clock.gameObject.SetActive(false); } setCurrentStep(eActionStep.STEP_NOT_TURN); }
void onUpdateRoomRule(object data) { _roomRule = (RoomEvent.sC2V_RoomRule)data; Text rule = _gameRule.GetComponentInChildren <Text>(); string text = ""; text += _roomRule.playerNum + "人 "; text += _roomRule.gridLevel + "阶 "; if (_roomRule.type == CommonDefine.eCreateRoomType.ROOM_CLASSIC_PLAZA) { rule.text = CommonUtil.Util.getModeStr(_roomRule.type, _roomRule.playerNum, _roomRule.gridLevel) + " 经典模式"; } else if (_roomRule.type == CommonDefine.eCreateRoomType.ROOM_PLAZA) { rule.text = CommonUtil.Util.getModeStr(_roomRule.type, _roomRule.playerNum, _roomRule.gridLevel) + " " + _roomRule.plazaName; } else if (_roomRule.type == CommonDefine.eCreateRoomType.ROOM_ROOM) { rule.text = CommonUtil.Util.getModeStr(_roomRule.type, _roomRule.playerNum, _roomRule.gridLevel) + " 房间模式"; } else if (_roomRule.type == CommonDefine.eCreateRoomType.ROOM_TEAM) { rule.text = CommonUtil.Util.getModeStr(_roomRule.type, _roomRule.playerNum, _roomRule.gridLevel) + " 组队模式"; } if (_roomRule.type == CommonDefine.eCreateRoomType.ROOM_PLAZA || _roomRule.type == CommonDefine.eCreateRoomType.ROOM_CLASSIC_PLAZA) { _lianQiWaitPanel.onUpdateRoomRule(_roomRule); } else { _lianQiWaitPanel.gameObject.SetActive(false); _lianQiPanel.gameObject.SetActive(true); } //初始化联棋界面 _lianQiPanel.onInit(data); }
//-------------------------- 界面事件----------------------------- public void onInit(object data) { RoomEvent.sC2V_RoomRule rr = (RoomEvent.sC2V_RoomRule)data; _PlayerNum = rr.playerNum; _BoardLevel = rr.gridLevel; _Port.ResetChessBoard(_BoardLevel); _Port.SetCampsCount(_PlayerNum); _ifOpenHint = true; //默认开启,该类设置信息,需要后续根据用户习惯,从本地读取配置 // 代码里不能修改prefab,否则实际的prefab也会发生变化 /* * _GridPrefab.transform.localScale = new Vector3(6.0f/_BoardLevel, 6.0f/_BoardLevel,1.0f); * for (int i = 0; i < _ChessPrefab.Length; i++) { * _ChessPrefab[i].transform.localScale = new Vector3(6.0f/_BoardLevel, 6.0f/_BoardLevel,1.0f); * } */ }
public void onUpdateRoomRule(RoomEvent.sC2V_RoomRule roomRule) { _inRoomGridLevel = roomRule.gridLevel; _inRoomPlayerNum = roomRule.playerNum; _modeText.text = CommonUtil.Util.getModeStr(roomRule.type, roomRule.playerNum, roomRule.gridLevel); if (roomRule.type == CommonDefine.eCreateRoomType.ROOM_PLAZA) { string rr; if (roomRule.lmtRound != 0) { rr = "回合限制" + roomRule.lmtRound; } else { rr = "回合无限制"; } if (roomRule.lmtTurnTime != 0) { rr = rr + " 思考时间" + roomRule.lmtTurnTime + "秒"; } else { rr = rr + " 思考时间无限制"; } _ruleText.text = rr; _ruleText.gameObject.SetActive(true); _plazaName.gameObject.SetActive(true); _plazaName.text = roomRule.plazaName; //这里实现起来太繁琐了,这个标志几乎没有意义 _plazaTagImg.gameObject.SetActive(true); _plazaTagImg.sprite = CommonUtil.Util.getSprite(CommonDefine.ResPath.PLAZA_TAG + roomRule.tag); for (int i = 0; i < _plazaStar.Length; i++) { _plazaStar [i].gameObject.SetActive(false); if (i < (int)(roomRule.star)) { _plazaStar [i].gameObject.SetActive(true); } } if ((int)roomRule.star + 0.5 == roomRule.star) { _plazaStar [(int)roomRule.star].gameObject.SetActive(true); _plazaStar [(int)roomRule.star].sprite = CommonUtil.Util.getSprite(CommonDefine.ResPath.PLAZA_HALF_STAR); } } else if (roomRule.type == CommonDefine.eCreateRoomType.ROOM_CLASSIC_PLAZA) { //经典模式,不显示任何多余信息 _ruleText.gameObject.SetActive(false); _plazaName.gameObject.SetActive(false); _plazaTagImg.gameObject.SetActive(false); for (int i = 0; i < _plazaStar.Length; i++) { _plazaStar [i].gameObject.SetActive(false); } } }