Esempio n. 1
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 /// <summary>
 /// 退出房间
 /// </summary>
 void ExitRoom()
 {
     GameAudio.instance.PlayAudioSourceUI("close_btn");
     MMunePanel.Open();
     Close();
     RoomCommand.ExitRoom(NetStart.myInfo.roomNum, NetStart.myInfo.id);//发送退出命令给服务器
 }
Esempio n. 2
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    private IEnumerator LoadingScene()
    {
        //yield return new WaitForSeconds(8.0f);

        AsyncOperation op = SceneManager.LoadSceneAsync("Scenes/MainScence");
        UnityAction <Scene, LoadSceneMode> onLoaded = null;

        onLoaded = (Scene scene, LoadSceneMode mode) =>
        {
            MMunePanel.Open();
            SceneManager.sceneLoaded -= onLoaded;
        };
        SceneManager.sceneLoaded += onLoaded;
        op.allowSceneActivation   = false;

        int displayProgress = 0;                  //当前展示进度
        int toProgress      = 100;                //总进度

        displayProgress = (int)op.progress * 100; //化整
        while (displayProgress < toProgress)
        {
            displayProgress++;
            progressUI.fillAmount = op.progress;
            Debug.Log("++++++++++++  " + displayProgress);
            yield return(new WaitForEndOfFrame());
        }
        op.allowSceneActivation = true;
    }
 public override void DoCommand()
 {
     friendListInfo = DataDo.Json2Object <List <PersonalInfo> >(Decode.DecodFirstContendBtye(bytes));
     //Debug.Log("查找到好友人数:" + friendListInfo.Count);
     if (MMunePanel.Get())
     {
         MMunePanel.Get().UpdateFriendList(friendListInfo);
     }
 }
Esempio n. 4
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 public override void DoCommand()//接收排行榜
 {
     //Rank.loadRank = true;
     //服务器是封装的是什么类型,客户端解析的时候就用什么类型去解
     rankList = DataDo.Json2Object <List <PersonalInfo> >(Decode.DecodFirstContendBtye(bytes));
     if (MMunePanel.Get())
     {
         MMunePanel.Get().UpdateRankList(rankList);
     }
 }
Esempio n. 5
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    GameObject roomPrefb;      //房间预制件

    void Start()
    {
        close_B.onClick.AddListener(() => {
            GameAudio.instance.PlayAudioSourceUI("close_btn");
            MMunePanel.Open();
            Close();
        });
        creatRoom_B.onClick.AddListener(InitRoom);
        //roomPrefb = (GameObject)Resources.Load("Prefabs/room");
    }
Esempio n. 6
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    public static void LoadMMenuScene()
    {
        // LoadingPanel.Open();//.LoadTo("MainScence");

        SceneManager.LoadScene("Scenes/MainScence");
        UnityAction <Scene, LoadSceneMode> onLoaded = null;

        onLoaded = (Scene scene, LoadSceneMode mode) =>
        {
            MMunePanel.Open();
            SceneManager.sceneLoaded -= onLoaded;
        };
        SceneManager.sceneLoaded += onLoaded;
    }
Esempio n. 7
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    public void Start()//是函数,启动时我们只执行一次,里面的循环体不受影响
    {
        MMunePanel.Close();
        chatfriendPrefb = (GameObject)Resources.Load("Prefabs/chat/chatManPreb"); //动态加载聊天好友预制件
        msg_you_Prefb   = (GameObject)Resources.Load("Prefabs/chat/msg_you");     //msg_you预制件
        msg_me_Prefb    = (GameObject)Resources.Load("Prefabs/chat/msg_me");      //msg_me预制件

        exit_B.onClick.AddListener(() =>
        {
            GameAudio.instance.PlayAudioSourceUI("close_btn");
            MMunePanel.Open();
            Close();
        });
        //DisplayChatManList();
        UpdateMsg();
    }
Esempio n. 8
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 public override void DoCommand()
 {
     NetStart.myInfo = DataDo.Json2Object <PersonalInfo>(Decode.DecodFirstContendBtye(bytes));
     //if (NetStart.myInfo.status == 1)//登录成功--进行主界面数据的获取--跳转界面
     {
         NetStart.isLogin = true;//登录标志(在线)
         SceneManager.LoadScene("Scenes/MainScence");
         UnityAction <Scene, LoadSceneMode> onLoaded = null;
         onLoaded = (Scene scene, LoadSceneMode mode) =>
         {
             MMunePanel.Open();
             WelcomePanel.Open();
             SceneManager.sceneLoaded -= onLoaded;
         };
         SceneManager.sceneLoaded += onLoaded;
     }
 }
Esempio n. 9
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    void Exit()
    {
        GameAudio.instance.PlayAudioSourceUI("close_btn");
        GameAudio.instance.PlayAudioSourceBG("Main");


        Close();
        GamePanel.Close();

        //退出房间
        RoomCommand.ExitRoom(GameCommand.currentRoom.roomID, NetStart.myInfo.id);

        SceneManager.LoadScene("Scenes/MainScence");
        UnityAction <Scene, LoadSceneMode> onLoaded = null;

        onLoaded = (Scene scene, LoadSceneMode mode) =>
        {
            MMunePanel.Open();
            SceneManager.sceneLoaded -= onLoaded;
        };
        SceneManager.sceneLoaded += onLoaded;
    }
Esempio n. 10
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 /// <summary>
 /// 心跳包 查好友 查排行 发送
 /// </summary>
 void Refresh_Send()
 {
     if (isLogin)
     {
         if (Time.time - lastTime >= heartBeatTime)
         {
             HeartbeatCommand.Heartbeat_Send();//心跳包发送
             if (MMunePanel.Get())
             {
                 RankCommand.Rank_Send();                //获取查询排行的命令
                 SelectFriendCommand.SelectFriendList(); //查找所有好友
             }
             if (RoomsHallPanel.Get())
             {
                 RoomCommand.SelectRooms();//获取所有房间
             }
             //if (RoomPanel.Get())
             //{
             //    RoomCommand.RefreshThisRoomInfo(myInfo.roomNum);//刷新当前房间信息
             //}
             lastTime = Time.time;
         }
     }
 }