/// <summary> /// 加入房间成功 /// </summary> /// <param name="sCEntranceRoom"></param> private async void JoinRoomSuccess(SCEntranceRoom sCEntranceRoom, guessState guessState) { //获取这个阶段 PartyGuessTime.Instance.guessState = guessState; //切换关卡 await StaticData.EnterParty(sCEntranceRoom); }
public async void InitValue(SCEntranceRoom sCEntranceRoom) { Init(); _partyPlayerManager.SpawnRoleList(sCEntranceRoom, transform.Find(_mapName)); //打开晚会主界面 await OpenUIPartyMain(); //玩家进入房间的时候获取当前时间戳 GetTime(); //初始化晚会是否结束状态 partyEnd = false; SetTaskTime(); }
/// <summary> /// 生成玩家列表 /// </summary> public void SpawnRoleList(SCEntranceRoom sCEntranceRoom, Transform mapTra) { _mapTra = mapTra; if (sCEntranceRoom != null && sCEntranceRoom.SCRoomUserInfo != null) { Debug.Log("生成玩家列表 sCEntranceRoom.SCRoomUserInfo.Count:" + sCEntranceRoom.SCRoomUserInfo.Count); for (int i = 0; i < sCEntranceRoom.SCRoomUserInfo.Count; i++) { SpawnRole(sCEntranceRoom.SCRoomUserInfo[i]); } } //生成玩家自己的角色 SCRoomUserStruct info = new SCRoomUserStruct(); info.Uid = StaticData.Uid; info.Name = StaticData.playerInfoData.userInfo.Name; //info.CostumeId = ; //info.RoomId = ; SpawnRole(info); }