Example #1
0
    /// <summary>
    /// 发送表情
    /// </summary>
    /// <param name="index"></param>
    private void BtnSelectEmoji(int index)
    {
        AudioManager.Instance.PlaySound("button");

        if (SystemMsg.gameObject.activeSelf)
        {
            emojiParentTrans.parent.gameObject.SetActive(false);
            //不发送到系统
            return;
        }
        if (PlayerCache.loginInfo.vipLv < 1)
        {
            XUIMidMsg.QuickMsg("Vip等级需要达到1级以上");
            return;
        }
        if (!isCanSend)
        {
            currentMsgType = MsgType.Expression;

            currentMsg = index.ToString();
            if (GlobalMsg.gameObject.activeSelf)
            {
                //string[] msg = new string[] { "5560", ((int)BroadcatType.Global).ToString(), ((int)MsgType.Expression).ToString(), index.ToString() };
                //NetGameRoom.Instance.write(msg);
            }
            if (FamilyMsg.gameObject.activeSelf)
            {
                //发送到家族

                //string[] msg = new string[] { "5560", ((int)BroadcatType.Family).ToString(), ((int)MsgType.Expression).ToString(), index.ToString() };
                //NetGameRoom.Instance.write(msg);
            }
            emojiParentTrans.parent.gameObject.SetActive(false);
            isCanSend = true;
            //StartCoroutine(SendExpressionTimeDown());//开始倒计时
            System.Timers.Timer t = new System.Timers.Timer(5000);
            t.Elapsed  += new System.Timers.ElapsedEventHandler(SendExpressionTimeDown);
            t.AutoReset = false;
            t.Enabled   = true;//是否执行System.Timers.Timer.Elapsed事件;
        }
        else
        {
            XUIMidMsg.QuickMsg("发送频繁,请5秒后再试!");
            return;
        }
    }
Example #2
0
 /// <summary>
 /// 打开换牌界面
 /// </summary>
 private void BtnChangeCardOnClick()
 {
     //使用换牌卡次数大于三次
     if (exchangeTimes > 3)
     {
         XUIMidMsg.QuickMsg("达到该局最大使用次数");
         return;
     }
     if (base.cinglTimes >= base.MaxCinglTimes - 2)
     {
         if (base.isLook)
         {
             //判断换牌卡够不够
             if (currentExchangeCardCount == 0)
             {
                 XUIMidMsg.QuickMsg("您还没有换牌卡道具哟!!!");
                 return;
             }
             if (StartChangeCard)
             {
                 for (int i = 3; i < ChangeCard.childCount; i++)
                 {
                     ChangeCard.GetChild(i).GetComponent <Image>().sprite = GameTools.Instance.GetSpriteAtlas("Sprite/card/CardAtlas", PlayerCache.selfCards[i - 1 - 2].ToString());
                 }
                 ChangeCard.gameObject.SetActive(true);
             }
             else
             {
                 XUIMidMsg.QuickMsg("这轮您已经换过牌了哟,等待下一轮吧");
             }
         }
         else
         {
             XUIMidMsg.QuickMsg("要先看牌才行哟");
         }
     }
     else
     {
         XUIMidMsg.QuickMsg("需要可比轮数达到" + (base.MaxCinglTimes - 2));
     }
 }
Example #3
0
 /// <summary>
 /// 将该玩家踢出下座位
 /// </summary>
 private void BtnKickOnClick()
 {
     //判断是否为vip
     if (PlayerCache.loginInfo.vipLv > 0)
     {
         PlayerInfoDto player = PlayerCache.otherPlayerInfoDic[PlayerCache.CurrentOtherPlayerUID];
         //判断该玩家的vip等级是否大于自己
         if (PlayerCache.loginInfo.vipLv > player.vipLv)
         {
             //踢下座位
             DiceTcpOperation.kicking(PlayerCache.CurrentOtherPlayerUID);
             UIManager.Instance.Close("Prefabs/Game/Dice/DiceOtherPlayerInfoPanel");
         }
         else
         {
             XUIMidMsg.QuickMsg("Vip等级低于该玩家");
         }
     }
     else
     {
         XUIMidMsg.QuickMsg("只有vip用户才可以踢人哟");
     }
 }
Example #4
0
 /// <summary>
 /// 同意好友请求 回调
 /// </summary>
 /// <param name="callBackParam"></param>
 public override void consent2CallBack(BasePlayerDto callBackParam)
 {
     XUIMidMsg.QuickMsg("同意【" + callBackParam.userName + "】好友请求");
 }
Example #5
0
 /// <summary>
 /// 购买成功回调
 /// </summary>
 /// <param name="callBackParam"></param>
 public override void pay2CallBack(ItemListDto callBackParam)
 {
     XUIMidMsg.QuickMsg("购买成功!");
     PlayerCache.SetWealthUpdate(callBackParam.items, true);
 }
Example #6
0
    //收到抽奖结果

    //转圈协程
    private IEnumerator StartPlayAni(RebateDialDto rebateDialDto)
    {
        drawBtn.interactable = false;
        while (isPlayerAni)
        {
            if (times == rolltimes)
            {
                endtime = 0.3f;
                if (AwardIndex < resultIndex)
                {
                    if (resultIndex - AwardIndex == 2)
                    {
                        endtime = 0.4f;
                    }
                    AwardIndex++;
                    LightImageTrams.position = AwardPosList[AwardIndex].position;
                }
                else
                {
                    times = 0;
                    long goldAward = 0;
                    for (int i = 0; i < rebateDialDto.position.Count; i++)
                    {
                        goldAward += AwardList[rebateDialDto.position[i] - 1].num;
                    }
                    if (rebateDialDto.position.Count > 1)
                    {
                        XUIMidMsg.QuickMsg("恭喜你连续抽" + rebateDialDto.position.Count + " 获得金币x" + goldAward);
                    }
                    else if (rebateDialDto.position.Count == 1)
                    {
                        XUIMidMsg.QuickMsg("恭喜抽中金币x" + goldAward);
                    }

                    isPlayerAni = false;
                    if (rebateDialInfoDto.canGetCount > 0)
                    {
                        drawBtn.interactable = true;
                    }
                    else
                    {
                        drawBtn.interactable = false;
                    }
                    PlayerCache.WealthUpdate();
                }
            }
            else//前几圈只是动画
            {
                endtime = 0.1f;
                if (AwardIndex == 8)
                {
                    AwardIndex = 0;
                    times++;
                }
                LightImageTrams.position = AwardPosList[AwardIndex].position;
                AwardIndex++;
                if (times == rolltimes)
                {
                    AwardIndex = 0;
                }
            }

            yield return(new WaitForSeconds(endtime));
        }
    }
Example #7
0
 //购买按钮点击事件
 public void BuyOnclick()
 {
     AudioManager.Instance.PlaySound("button");
     //moneytypes = new List<int>() { taobi,dianquan,zuanshi };
     //钻石
     if (shopID == 1)
     {
         //发送消息到服务器
         PlayerCache.shopOperation.pay(id);
         //GameObject go = GameTools.Instance.GetObject("Prefabs/Tips/TipsToActivityPanel");
         //GameObject obj = Instantiate(go);
         //obj.transform.SetParent(StorePanel);
         //obj.transform.localScale = Vector3.one;
     }//金币
     else if (shopID == 2)
     {
         //判断自己钻石数量是否足够
         if (PlayerCache.loginInfo.diamond >= price)
         {
             PlayerCache.shopOperation.pay(id);
         }
         else
         {
             XUIMidMsg.QuickMsg("钻石数量不足");
         }
     }
     //道具
     else if (shopID == 3)
     {
         //判断自己兑换券数量是否足够
         if (PlayerCache.loginInfo.integral >= price)
         {
             PlayerCache.shopOperation.pay(id);
         }
         else
         {
             XUIMidMsg.QuickMsg("兑换券数量不足");
         }
     }
     //靓号特权
     else if (shopID == 4)
     {
     }
     //座驾
     else if (shopID == 5)
     {
         if (PlayerCache.loginInfo != null)
         {
             if (PlayerCache.loginInfo.vipLv >= vip)
             {
                 //判断自己金币数量是否足够
                 if (PlayerCache.loginInfo.gold >= price)
                 {
                     PlayerCache.shopOperation.pay(id);
                 }
                 else
                 {
                     //提示余额不足
                     XUIMidMsg.QuickMsg("余额不足");
                 }
             }
             else
             {
                 //提示VIP等级不足
                 XUIMidMsg.QuickMsg("VIP等级不足");
             }
         }
         else
         {
             if (PlayerCache.loginInfo.vipLv >= vip)
             {
                 //判断自己金币数量够不够买
                 if (PlayerCache.loginInfo.gold >= price)
                 {
                     PlayerCache.shopOperation.pay(id);
                 }
                 else
                 {
                     //提示余额不足
                     XUIMidMsg.QuickMsg("余额不足");
                 }
             }
             else
             {
                 //提示VIP等级不足
                 XUIMidMsg.QuickMsg("VIP等级不足");
             }
         }
     }
 }
Example #8
0
 /// <summary>
 /// 赠送礼物回调
 /// </summary>
 /// <param name="callBackParam">自己剩余多少金币</param>
 public override void giveGifts2CallBack(long callBackParam)
 {
     PlayerCache.loginInfo.gold = callBackParam;
     PlayerCache.WealthUpdate();
     XUIMidMsg.QuickMsg("赠送成功!");
 }