public void EnterRoomWnd() { audioSvc.PlayAudioInUI(audioSvc.uiAudio); audioSvc.PlayBGMusic(Constants.BGRoom3); roomPanel = (RoomPanel)UIManager.Instance.PushPanel(UIPanelType.Room); //roomPanel.SetWndState(); }
// Use this for initialization void Awake() { roomPanel = FindObjectOfType(typeof(RoomPanel)) as RoomPanel; transform.Find("ChatMsgBg/ConfirmButton").GetComponent <Button>().onClick.AddListener(delegate() { int id = roomPanel.FindIdByName(transform.Find("PlayerNameText").GetComponent <Text>().text); if (id == -1) { return; } roomPanel.OnChangeSeatConfirmClick("Y" + "," + id); DestroyImmediate(gameObject); }); transform.Find("ChatMsgBg/RefuseButton").GetComponent <Button>().onClick.AddListener(delegate() { int id = roomPanel.FindIdByName(transform.Find("PlayerNameText").GetComponent <Text>().text); if (id == -1) { return; } roomPanel.OnChangeSeatConfirmClick("Y" + "," + id); DestroyImmediate(gameObject); }); }
public override void Awake() { requestCode = RequestCode.Game; actionCode = ActionCode.StartGame; roomPanel = GetComponent <RoomPanel>(); base.Awake(); }
public override void Awake() { requestCode = RequestCode.Room; actionCode = ActionCode.UpdateRoom; roomPanel = GetComponent <RoomPanel>(); base.Awake(); }
//callback public override void OnJoinedRoom() { print("Joined Room"); LobbyPanel.SetActive(false); RoomPanel.SetActive(true); RoomName_display.text = PhotonNetwork.CurrentRoom.Name; EnterRoom(); }
public override void Awake() { this.requestCode = RequestCode.Game; this.actionCode = ActionCode.StartGame; roomPanel = GetComponent <RoomPanel>(); Debug.Log("actionCode:" + actionCode); base.Awake(); }
//请求加入房主ID为ID的房间 public void OnJoinClickRequest(int id) { uIManager.PopPanel(); uIManager.PushPanel(UIPanelType.Room); roomPanel = uIManager.PeekStack().GetComponent <RoomPanel>(); roomPanel.startBtn.gameObject.SetActive(false); joinRoomRequest.SendRequest(id); }
public void SendRequest() { if (roomPanel == null) { roomPanel = GameObject.Find("RoomPanel(Clone)").GetComponent <RoomPanel>(); } base.SendRequest("r"); }
public override void Awake() { //获取UI控制脚本对象 roomPanel = GetComponent <RoomPanel>(); this.requestCode = RequestCode.Room; this.actionCode = ActionCode.CreateRoom; base.Awake(); }
/// <summary> /// 响应按钮事件 初始化房间的操作 /// </summary> void InitRoom() { GameAudio.instance.PlayAudioSourceUI("click_btn"); NetStart.myInfo.roomNum = CreatRoom();//自己的信息修改 RoomPanel.Open().Display(NetStart.myInfo); RoomPanel.Open().inPutField.text = NetStart.myInfo.id + "的房间"; //RoomCommand.RefreshThisRoomInfo(NetStart.myInfo.roomNum); Close(); }
public void DeleteRoomPanel() { if (roomPanel != null) { GameObject.Destroy(roomPanel.gameObject); } roomPanel = null; }
// Use this for initialization void Awake() { roomPanel = transform.parent.parent.GetComponent <RoomPanel>(); transform.Find("ChangeSeatButton").GetComponent <Button>().onClick.AddListener(OnChangeSeatButtonClick); text = transform.Find("ChangeSeatButton/Text").GetComponent <Text>(); readyText = transform.Find("ReadyText").GetComponent <Text>(); image = transform.Find("Image").GetComponent <Image>(); }
// 패널 변경 void ShowPanel(GameObject CurPanel) { LobbyPanel.SetActive(false); DisconnectPanel.SetActive(false); RoomPanel.SetActive(false); LeaderBoardPanel.SetActive(false); CurPanel.SetActive(true); }
public override void Awake() { //requestCode = RequestCode.Room; //actionCode = ActionCode.CreatRoom; requestType = RequestType.Room; actionType = ActionType.CreateRoom; base.Awake(); _roomPanel = this.GetComponent <RoomPanel>(); }
public void SetRoomInfo(int id, string userName, string totalCount, string winCount, RoomPanel roomPanel) { this.roomPanel = roomPanel; this.id = id; Txt_UserName.text = userName; Txt_TotalCount.text = "总场次:" + totalCount; Txt_WinCount.text = "胜利:" + winCount; gameObject.transform.localScale = Vector3.one; }
public void SendRequest() { string data = "0"; requestCode = RequestCode.Room; actionCode = ActionCode.ListRoom; roomPanel = GetComponent <RoomPanel>(); Debug.Log("ListRoomRequest-----requestCode-------->" + requestCode + "-----actionCode---" + actionCode); base.SendRequest(data); }
/// <summary> /// Crea un nuevo Room y lo agrega al panel2D /// </summary> /// <param name="name"></param> /// <param name="pos"></param> public RoomsEditorRoom createRoom(string name, Point pos, Size size) { var rPanel = new RoomPanel(name, this, pos, size); var room = new RoomsEditorRoom(name, rPanel); Rooms.Add(room); panel2d.Controls.Add(room.RoomPanel.Label); return(room); }
private void CreatRoomButtonClicked() { //显示RoomPanel RoomPanel roomPanel = GameFacade.Instance.UiManager.PushPanel(PanelType.Room) as RoomPanel; //发送创建房间请求 if (roomPanel.creatRoomRequest == null) { roomPanel.creatRoomRequest = roomPanel.GetComponent <CreatRoomRequest>(); } roomPanel.creatRoomRequest.SendRequest(); }
private void Update() { if (userDataList != null) { LoadRoomItem(userDataList); userDataList = null; } if (ud1 != null && ud2 != null) { RoomPanel roompanel = uiMng.PushPanel(UIPanelType.Room) as RoomPanel; roompanel.SetBlueUserSync(ud1); roompanel.SetRedUserSync(ud2); ud1 = null; ud2 = null; } }
void Update() { if (roomList != null) { LoadRoomItem(roomList); roomList = null; } if (udList != null) { RoomPanel panel = uiMng.PushPanel(UIPanelType.Room) as RoomPanel; panel.SetAllPlayerSync(udList); panel.SetLocalPlayerSync(facade.GetUserData()); udList = null; } }
void OnRoomReceived(RoomInfo room) { int index = panelList.FindIndex(x => x.RoomName == room.Name); if (index == -1)//Room is not in the panelList { GameObject gbj = Instantiate(roomPanel, panelRect, false); RoomPanel panel = gbj.GetComponent <RoomPanel>(); panel.SetRoom(room); panel.JoinButton.onClick.AddListener(() => OnClickJoinRoom(panel.RoomName, room)); panelList.Add(panel); index = (panelList.Count - 1); } }
private void SwitchToPanel(GameObject panelToActivate) { panelToActivate.SetActive(true); if (MainMenuPanel != panelToActivate) { MainMenuPanel.SetActive(false); } if (LobbyPanel != panelToActivate) { LobbyPanel.SetActive(false); } if (RoomPanel != panelToActivate) { RoomPanel.SetActive(false); } }
void Update() { //异步形式显示房间列表 if (userDataList != null) { LoadRoomList(userDataList); userDataList = null; } if (ud1 != null || ud2 != null) { RoomPanel roomPanel = uiManager.PushPanel(UIPanelType.Room) as RoomPanel; //通过返回值获取roomPanel对象 roomPanel.SetRoomDataSync(ud1, ud2); //异步显示房间内玩家信息 ud1 = null; ud2 = null; } }
/// <summary> /// 打开游戏场景 /// </summary> void OpenGameScene() { RoomPanel.Close(); GameAudio.instance.PlayAudioSourceBG("Guess"); GameAudio.instance.PlayAudioSourceUI("start"); //开始游戏就将房间信息保存,后面的命令(除玩家退出)基本就不会获取房间信息了 currentRoom = DataDo.Json2Object <RoomInfo>(Decode.DecodSecondContendBtye(bytes)); SceneManager.LoadScene("GameScene"); UnityAction <Scene, LoadSceneMode> onLoaded = null; onLoaded = (Scene scene, LoadSceneMode mode) => { GamePanel.Open().Init(currentRoom); SceneManager.sceneLoaded -= onLoaded; }; SceneManager.sceneLoaded += onLoaded; }
public void SwapPanel(Panel p) { //If no panel has been placed yet, get rid of the default one if (RoomPanel != null) { //we should never need the designer panel again, so dispose it RoomPanel.Dispose(); this.Controls.Remove(RoomPanel); } else { //we may return to this panel later, so don't dispose it this.Controls.Remove(CurrentPanel); } CurrentPanel = p; p.Size = new Size(607, 304); p.Location = new Point(144, 27); this.Controls.Add(p); }
public void JoinRoomResponse(MainPack pack) { switch (pack.ReturnCode) { case ReturnCode.Succeed: UIManager.Instance.ShowMessage("加入房间成功!"); RoomPanel roomPanel = UIManager.Instance.PushPanel(PanelName.Room).GetComponent <RoomPanel>(); roomPanel.UpdatePlayerList(pack); break; case ReturnCode.Fail: UIManager.Instance.ShowMessage("加入房间失败!"); break; default: UIManager.Instance.ShowMessage("房间不存在!"); break; } }
public void CreateRoomResponse(MainPack pack) { Debug.Log("CreateRoomResponse"); switch (pack.ReturnCode) { case ReturnCode.Succeed: UIManager.Instance.ShowMessage("创建成功!"); RoomPanel roomPanel = UIManager.Instance.PushPanel(PanelName.Room, PanelType.normalPanel).GetComponent <RoomPanel>(); roomPanel.UpdatePlayerList(pack); break; case ReturnCode.Fail: UIManager.Instance.ShowMessage("创建失败!"); break; default: Debug.Log("def"); break; } }
//加入房间时的响应 public void OnJoinResponse(RetuenCode returnCode, UserData owner, UserData self) { switch (returnCode) { case RetuenCode.Sucess: RoomPanel roomPanel = UIMng.PushPanel(UIPanelType.Room) as RoomPanel; if (roomPanel != null) { roomPanel.SetBlueResult(owner.Username, owner.TotalCount.ToString(), owner.WinCount.ToString()); roomPanel.SetRedResult(self.Username, self.TotalCount.ToString(), self.WinCount.ToString()); Facade.SetCurrentRoleType(RoleType.Red); //设置当前角色类型为红色 } break; case RetuenCode.Fail: Facade.ShowMsg("房间已满,无法加入"); break; case RetuenCode.NotFound: Facade.ShowMsg("房间未找到"); break; } }
public void SetPanel(BasePanel panel) { // 设置值时需要强制转型 roomPanel = panel as RoomPanel; }
public void SetPanel(BasePanel panel) { roomPanel = panel as RoomPanel; }
/// <summary> /// Crea un nuevo Room y lo agrega al panel2D /// </summary> /// <param name="name"></param> /// <param name="pos"></param> public RoomsEditorRoom createRoom(string name, Point pos, Size size) { RoomPanel rPanel = new RoomPanel(name, this, pos, size); RoomsEditorRoom room = new RoomsEditorRoom(name, rPanel); rooms.Add(room); panel2d.Controls.Add(room.RoomPanel.Label); return room; }