/// <summary> /// 服务器断线重连房间消息 /// </summary> /// <param name="obj"></param> private void OnServerReturnReconnectRoom(byte[] obj) { Debug.Log("服务器返回断线重连消息"); UIViewManager.Instance.CloseWait(); NN_ROOM_CREATE proto = NN_ROOM_CREATE.decode(obj); GameStateManager.Instance.InitCurrentRoom(proto); Debug.Log("准备断线重连创建房间,自己ID:" + AccountProxy.Instance.CurrentAccountEntity.passportId); SceneMgr.Instance.LoadScene(SceneType.NiuNiu2D); }
/// <summary> /// 服务器返回创建房间消息 /// </summary> /// <param name="obj"></param> private void OnServerReturnCreateRoom(byte[] obj) { UIViewManager.Instance.CloseWait(); NN_ROOM_CREATE proto = NN_ROOM_CREATE.decode(obj); //收到配置数据存到模型基类 GameStateManager.Instance.InitCurrentRoom(proto); Debug.Log("准备创建房间,自己ID:" + AccountProxy.Instance.CurrentAccountEntity.passportId); SceneMgr.Instance.LoadScene(SceneType.NiuNiu2D); }