public void Init(body_GC_LOGIN_POSSIBLE_RESULT _result)
	{
		m_BeginOrder = _result.nOrder;
		if(m_CurOrder >= _result.nOrder)
			m_CurOrder = _result.nOrder;
//		m_CurOrder = m_BeginOrder = _result.nOrder;
		m_CurWaitSec = m_BeginWaitSec = _result.nWaitSec;
		
		m_BtnCenter.Text = AsTableManager.Instance.GetTbl_String(1151);
		
		s_Exist = true;
		
		//title
		m_TextTitle.Text = AsTableManager.Instance.GetTbl_String(1533);
		//content
		string content = AsTableManager.Instance.GetTbl_String(1534);
		string serverName = AsUtil.GetRealString( System.Text.UTF8Encoding.UTF8.GetString( AsServerListBtn.selectedServerData.szServerName));
		m_TextContent.Text = string.Format(content, serverName);
		
		SetOrderAndTime();		
	}
Esempio n. 2
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	private void GameLoginPossibleResult( byte[] _packet)
	{
		Debug.Log( "GameLoginPossibleResult");
		
#if INTEGRATED_ARENA_MATCHING
		if( GAME_STATE.STATE_INGAME == AsGameMain.s_gameState)
			return;
#endif

		body_GC_LOGIN_POSSIBLE_RESULT result = new body_GC_LOGIN_POSSIBLE_RESULT();
		result.PacketBytesToClass( _packet);

		switch( result.eResult)
		{
		case eRESULTCODE.eRESULT_SUCC:
			AsServerListBtn.ConnectionConfirmed();
			break;
		case eRESULTCODE.eRESULT_FAIL:
		default:
			AsServerListBtn.CreateStandbyDlg( result);
			break;
		}
	}
Esempio n. 3
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	public static void CreateStandbyDlg( body_GC_LOGIN_POSSIBLE_RESULT _result)//$yde
	{
		if( s_ServerListStandbyDlg == null)
		{
			GameObject obj = Instantiate( Resources.Load( "UI/Optimization/Prefab/MessageBox_LoginLocked")) as GameObject;
			s_ServerListStandbyDlg = obj.GetComponent<AsServerListStandbyDlg>();
		}

		s_ServerListStandbyDlg.Init( _result);
	}