/// <summary> /// 切换到场景回调 /// </summary> public void ChangeSceneHandler() { GameController.Instance.InitTime(Utils.READY_TIME); CodeController.Instance.SetAlpha(); ///倒计时结束 GameController.Instance.OnReadyEndTime += (() => { ///游戏准备好了要做的事情 GameDataHandle.GameReadyImpl(); GameStarusIsGame(); }); //_uiAnimation.readyTime.readyTimeDoneEvent -= _GameStarusIsSundGlass; Debug.LogError("-------------- _GameStarusIsSundGlass -------------- "); }
public override List <IGameMessage> HandleData(GameUserSession session, dataNewConnect data) { session.GameAttr.UserName = data.UserName; session.GameAttr.Weight = data.Weight; session.KeepOneSession(data.OpenId); List <IGameMessage> msgList = new List <IGameMessage>(); var GameManager = session.GameManager; var r = GameManager.FindAvailableRoom(data.Weight); if (r.IsSuccess) { //表明是新房间,则初始化新游戏的数据 if (r.IntMsg == 0) { GameDataHandle.GenerateEmptyGame(session.GameServer, r.SuccessMsg); } else { GameDataHandle.ReCoverData(session.GameServer, r.SuccessMsg); } session.GameAttr.RoomCode = r.SuccessMsg; //用户进入房间 r = GameManager.UserEntryRoom(r.SuccessMsg); } if (r.IsSuccess) { /*【注】如果服务器宕机,GameDataHandle将空*/ var DataHandle = GameManager.GameDataHandle; var oneGame = DataHandle.GetGameData(true); msgList.Add(oneGame); } else { msgList.Add(new MessageNormalError(r.ErrorMsg)); } return(msgList); }