//---------------------------------------------------------------------------------------------------- /// <summary> /// マッチング処理 /// </summary> void MatchingProcess() { //初期状態 if (m_state != m_statePrev) { //ネットワークマネージャを動かす m_netManager.IsStandbyState = false; m_countMatchingTime = 0; m_statePrev = m_state; } m_countMatchingTime += Time.deltaTime; //マッチング時間切れ if (m_countMatchingTime >= m_matchingTime) { m_netManager.StopConnection(); m_countMatchingTime = 0; } //サーバと接続が切れた if (m_netManager.IsConnectionWithServerIsBroken) { //待機状態に m_state = MatchingStatus.Wait; m_netManager.IsStandbyState = true; } }
public UserRoomInfo(long id, string roomId, string gameKey, long blind, MatchingStatus status) { Id = id; RoomId = roomId; GameKey = gameKey; Blind = blind; Status = status; }
//---------------------------------------------------------------------------------------------------- /// <summary> /// 再マッチングする /// </summary> void ToRematch() { m_state = MatchingStatus.Matching; m_netManager.ResetMatching(); m_netManager.IsStandbyState = false; m_netManager.IsConnectionWithServerIsBroken = false; MatchingUi.HideRematch(); }
// get from stream static public UInt32 get(mln.EndianStream rEs, out MatchingStatus rOut) { UInt32 ret = 0; rEs.get(out ret); rOut = (MatchingStatus)ret; return(4); }
// convert id to string static public string MatchingStatusToString(MatchingStatus v) { switch (v) { case MatchingStatus.MATCHINGSTATUS_MATCHING_WAIT: return("MATCHINGSTATUS_MATCHING_WAIT"); case MatchingStatus.MATCHINGSTATUS_MATCHING_SUCCESS: return("MATCHINGSTATUS_MATCHING_SUCCESS"); case MatchingStatus.MATCHINGSTATUS_MATCHING_FAILURE: return("MATCHINGSTATUS_MATCHING_FAILURE"); case MatchingStatus.MATCHINGSTATUS_BATTLE_APPOINTMENT_SUCCESS: return("MATCHINGSTATUS_BATTLE_APPOINTMENT_SUCCESS"); case MatchingStatus.MATCHINGSTATUS_BATTLE_APPOINTMENT_FAILURE: return("MATCHINGSTATUS_BATTLE_APPOINTMENT_FAILURE"); } return("unknown"); }
//---------------------------------------------------------------------------------------------------- /// <summary> /// 待機処理 /// </summary> void WaitProcess() { //初期状態 if (m_state != m_statePrev) { //再マッチングの確認 MatchingUi.StartConfirmRematch(); m_selectedNum = 0; MatchingUi.SelectRematchButton(); m_isChangeScene = false; m_statePrev = m_state; //SE MySoundManager.Instance.Play(SeCollection.Note); } //シーンチェンジ中 if (m_isChangeScene) { return; } //横方向の入力 if (m_isDpadXBecamePositive || m_isDpadXBecameNegative || m_isHorizontalBecamePositive || m_isHorizontalBecameNegative) { //選択番号 switch (m_selectedNum) { case 0: m_selectedNum = 1; MatchingUi.SelectFinishMatchingButton(); break; case 1: m_selectedNum = 0; MatchingUi.SelectRematchButton(); break; } //SE MySoundManager.Instance.Play(SeCollection.Select); } //Aボタンの入力 if (m_isAButtonDown) { //選択番号 switch (m_selectedNum) { case 0: ToRematch(); break; case 1: FinishMatching(); break; } //SE MySoundManager.Instance.Play(SeCollection.Decide); } }
// set in stream public static UInt32 set( mln.EndianStream rEs, MatchingStatus rIn ) { rEs.put((UInt32)rIn); return 4; }
// convert id to string public static string MatchingStatusToString( MatchingStatus v ) { switch(v){ case MatchingStatus.MATCHINGSTATUS_MATCHING_WAIT : return "MATCHINGSTATUS_MATCHING_WAIT"; case MatchingStatus.MATCHINGSTATUS_MATCHING_SUCCESS : return "MATCHINGSTATUS_MATCHING_SUCCESS"; case MatchingStatus.MATCHINGSTATUS_MATCHING_FAILURE : return "MATCHINGSTATUS_MATCHING_FAILURE"; case MatchingStatus.MATCHINGSTATUS_BATTLE_APPOINTMENT_SUCCESS : return "MATCHINGSTATUS_BATTLE_APPOINTMENT_SUCCESS"; case MatchingStatus.MATCHINGSTATUS_BATTLE_APPOINTMENT_FAILURE : return "MATCHINGSTATUS_BATTLE_APPOINTMENT_FAILURE"; } return "unknown"; }
// get from stream public static UInt32 get( mln.EndianStream rEs, out MatchingStatus rOut ) { UInt32 ret=0; rEs.get( out ret ); rOut = (MatchingStatus)ret; return 4; }
// set in stream static public UInt32 set(mln.EndianStream rEs, MatchingStatus rIn) { rEs.put((UInt32)rIn); return(4); }