Exemple #1
0
    void ChangeNetworkScene(GAME_INDEX networkGameIndex)
    {
        switch (networkGameIndex)
        {
        case GAME_INDEX.ROPE_PULL:
        {
            SceneManager.LoadScene(SceneName.NetworkRopeGameSceneName);
            break;
        }

        case GAME_INDEX.BASKET_BALL:
        {
            SceneManager.LoadScene(SceneName.NetworkBasketBallSceneName);
            break;
        }

        case GAME_INDEX.ROPE_JUMP:
        {
            break;
        }

        default:
            break;
        }
    }
Exemple #2
0
 public PACKET_REQ_MULTI_ROOM(PACKET_HEADER packetHeader, GAME_INDEX _gameIndex, int _charIndex, int _itemIndex)
 {
     header             = packetHeader;
     gameIndex          = (int)_gameIndex;
     charInfo.charIndex = _charIndex;
     charInfo.item      = _itemIndex;
 }
Exemple #3
0
    public void SendRequsetRank(GAME_INDEX currentGameIndex)
    {
        PACKET_HEADER   headerPacket = MakeHeaderPacket(PACKET_INDEX.REQ_RANK);
        PACKET_REQ_RANK packet       = new PACKET_REQ_RANK
        {
            header    = headerPacket,
            gameIndex = (int)currentGameIndex,
        };

        SendToServerPacket(packet);
    }
Exemple #4
0
    public void SendRequestExitRoom(GAME_INDEX roomIndex, bool isRoomEndGame)
    {
        PACKET_HEADER        headerPacket = MakeHeaderPacket(PACKET_INDEX.REQ_INIT_ROOM);
        PACKET_REQ_INIT_ROOM packet       = new PACKET_REQ_INIT_ROOM
        {
            header    = headerPacket,
            gameIndex = (int)roomIndex,
            isEndGame = isRoomEndGame,
        };

        SendToServerPacket(packet);
    }
Exemple #5
0
    public void SendRequestRoom(GAME_INDEX roomIndex)
    {
        if (_sock == null)
        {
            Connect();
        }

        PACKET_HEADER         headerPacket = MakeHeaderPacket(PACKET_INDEX.REQ_MULTI_ROOM);
        PACKET_REQ_MULTI_ROOM packet       = new PACKET_REQ_MULTI_ROOM
                                             (
            headerPacket,
            roomIndex,
            InventoryManager.Instance.CurrentCharacter.Type,
            InventoryManager.Instance.CurrentEquipment.Type
                                             );

        SendToServerPacket(packet);
    }