/// <summary> /// 服务器广播游戏开始 /// </summary> /// <param name="obj"></param> private void OnServerBroadcastGameStart(byte[] obj) { GP_ROOM_GAMESTART proto = GP_ROOM_GAMESTART.decode(obj); RoomGuPaiJiuProxy.Instance.GameStartProxy(proto); if (GuPaiJiuSceneCtrl.Instance != null) { GuPaiJiuSceneCtrl.Instance.Begin();//同IP提醒 } }
/// <summary> /// 游戏开始 /// </summary> /// <param name="proto"></param> internal void GameStartProxy(GP_ROOM_GAMESTART proto) { CurrentRoom.currentLoop++; if (proto.isAddPanBase) { CurrentRoom.IsAddPanBase = proto.isAddPanBase; CurrentRoom.PanBase = proto.panBase; } //把庄家的状态改为等待状态 for (int i = 0; i < CurrentRoom.seatList.Count; i++) { CurrentRoom.seatList[i].seatStatus = SEAT_STATUS.WAITDEAL; if (CurrentRoom.roomMode == RoomEntity.RoomMode.RobZhuang) { CurrentRoom.seatList[i].IsBanker = false; } } CurrentRoom.roomStatus = ROOM_STATUS.GRABBANKER; SendGameRoomInfoChangeNotify(); }