List <GameObject> friends = new List <GameObject>(); //好友列表 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 { //Debug.Log("到主界面:"); friendPrefb = (GameObject)Resources.Load("Prefabs/MMenu/FriendProb"); //动态加载好友预制件 msgCount_preb = (GameObject)Resources.Load("Prefabs/MMenu/msgCount"); //msgCount_preb预制件 rank_preb = (GameObject)Resources.Load("Prefabs/MMenu/Rank_item"); //排行榜预制件加载 RankCommand.Rank_Send(); //获取排行榜命令 DisplayMyInfo(); myInfo_B.onClick.AddListener(() => { GameAudio.instance.PlayAudioSourceUI("click_btn"); InfoPanel infoPanel = InfoPanel.Open(); infoPanel.Initialize(NetStart.myInfo); });//转到个人的详细信息界面 creatRoom_B.onClick.AddListener(() => { GameAudio.instance.PlayAudioSourceUI("click_btn"); //执行查找房间命令 RoomCommand.SelectRooms(); MMunePanel.Close(); RoomsHallPanel.Open(); }); msgCount_B.onClick.AddListener(() => ToChatPanel(null)); setting_B.onClick.AddListener(() => { GameAudio.instance.PlayAudioSourceUI("click_btn"); SettingPanel.Open(); }); store_B.onClick.AddListener(() => { GameAudio.instance.PlayAudioSourceUI("click_btn"); //Close(); }); SelectFriendCommand.SelectFriendList(); }
/// <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; } } }