Example #1
0
    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);
    }
Example #2
0
    //-----------------------------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);
    }
Example #3
0
    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);
    }
Example #4
0
    //-------------------------- 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);
         * }
         */
    }
Example #5
0
    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);
            }
        }
    }