public async override void Run() { ETModel.Game.Scene.GetComponent <SoundComponent>().PlayClip(DataCenterComponent.Instance.soundInfo.click); DDZGameHelper.CurrentGameInfo = GameHelper.GetGameInfo(GameType.DouDiZhu); GameHelper.CurrentGameInfo = GameHelper.GetGameInfo(GameType.DouDiZhu); GameHelper.CurrentGameInfo.GameId = 1; var ares = await GameHelper.GetGameAreaList(DDZGameHelper.CurrentGameInfo.GameId); DDZUIFactory.Init(); //OnDDZ_LevelButton(); GameLobbyFactory.Remove(); var ui = Game.Scene.GetComponent <UIComponent>()?.Get(UIType.UIDDZFieldScene); if (ui == null) { DDZUIFactory.fieldScene.Create(); } else { ui.GetComponent <UIDDZFieldScene>().OnShow(); } }
/// <summary> /// 确认回调 /// </summary> public async void OkAction() { await Task.Delay(200); Game.PopupComponent.ShowLoadingLockUI(DataCenterComponent.Instance.tipInfo.TryRebackGameTip); await GameHelper.GetGameList();//获取一下游戏列表 this.SaveGameInfo(this.backData.GameId); var ares = await GameHelper.GetGameAreaList(GameHelper.CurrentGameInfo.GameId); //获取场列表 var roomList = await GameHelper.GetRoomList(GameHelper.CurrentGameInfo.GameId, ares[0].AreaId); //获取房间列表 this.RequestJoinRoom(backData.GameId, backData.AreaId, backData.RoomId, backData.index); //重新加入房间 }
/// <summary> /// 通用场等级选择方法 /// </summary> /// <param name="gameType"></param> public async Task <bool> OnSelectedArea(GameType gameType) { GameHelper.CurrentGameInfo = GameHelper.GetGameInfo(gameType); if (GameHelper.CurrentGameInfo == null) { Game.PopupComponent.ShowMessageBox(DataCenterComponent.Instance.tipInfo.GameNotOpenTip); return(false); } GameTypeImage.sprite = GameHelper.GetSprite("chooseareaatlas", $"choosearea_game{((int)gameType) - 1}"); GameTypeImage.SetNativeSize(); GameTypeBgImage.sprite = GameHelper.GetSprite("chooseareaatlas", $"bgchoosearea_game{((int)gameType) - 1}"); // 获取场 var ares = await GameHelper.GetGameAreaList(GameHelper.CurrentGameInfo.GameId); if (ares != null) { lobby.GameLobbyGameListPlugin._GameType.SetActive(false); _BackGameListsButton.SetActive(true); } else { return(false); } if (ares.Count == 2) { LevelButton_low.SetActive(true); LevelButton_middle.SetActive(false); LevelButton_high.SetActive(true); _GameLevelPanel.GetComponent <GridLayoutGroup>().spacing = new Vector2(250, 0); SetLevelUIData(LevelButton_low, ares[0]); SetLevelUIData(LevelButton_high, ares[1]); } else if (ares.Count == 3) { LevelButton_low.SetActive(true); LevelButton_middle.SetActive(true); LevelButton_high.SetActive(true); _GameLevelPanel.GetComponent <GridLayoutGroup>().spacing = new Vector2(139, 0); SetLevelUIData(LevelButton_low, ares[0]); SetLevelUIData(LevelButton_middle, ares[1]); SetLevelUIData(LevelButton_high, ares[2]); } else if (ares.Count == 1) { lobby.GameLobbyGameListPlugin._GameType.SetActive(true); _BackGameListsButton.SetActive(false); return(true); } else { return(false); } // 显示场等级选择 _GameLevelPanel.SetActive(true); _GameTypeBg.SetActive(true); MaskBg.SetActive(true); _BackGameListsButton.SetActive(true); return(true); }