void OnUpdateGameOver(int current_time_int) { m_sync_client.Stop(); List <Command> commands = m_sync_client.GetOutputCommands(); if (commands.Count > 0) { NetworkMessages_SyncCommands msg = new NetworkMessages_SyncCommands(); msg.PlayerPstid = m_local_player_pstid; for (int i = 0; i < commands.Count; ++i) { msg.AddCommand(commands[i]); } m_network.SendToServer(msg); m_sync_client.ClearOutputCommand(); } m_state = TestCombatClientState.Ending; NetworkMessages_GameOver msg2 = new NetworkMessages_GameOver(); msg2.PlayerPstid = m_local_player_pstid; msg2.m_crc = m_logic_world.GetCRC(); m_network.SendToServer(msg2); }
public void OnGameOver(GameResult game_result) { UnityEngine.Debug.LogError("测试同步模型:Server GameOver, CRC = " + m_logic_world.GetCRC()); }