コード例 #1
0
ファイル: GameMain.cs プロジェクト: mogebingxue/RemainHistory
    //被踢下线
    void OnMsgKick(Request request)
    {
        NetManager.Close();
        Transform root   = GameObject.Find("Root").transform;
        Transform canvas = root.Find("Canvas");
        Transform panel  = canvas.Find("Panel");
        Transform tip    = canvas.Find("Tip");

        for (int i = 0; i < panel.childCount; i++)
        {
            var child = panel.GetChild(i);

            PanelManager.Close(child.name);
            string[] name = child.name.Split('(');
            PanelManager.Close(name[0]);
            Debug.Log(name[0]);
        }
        for (int i = 0; i < tip.childCount; i++)
        {
            var      child = tip.GetChild(i);
            string[] name  = child.name.Split('(');
            PanelManager.Close(name[0]);
            Debug.Log(name[0]);
        }
        SceneManager.LoadSceneAsync("LoginMenu");
        PanelManager.Open <LoginPanel>();
        PanelManager.Open <TipPanel>("被踢下线");
    }
コード例 #2
0
    /// <summary>
    /// 客户端收到出牌的协议,进行同步
    /// </summary>
    /// <param name="msgBase"></param>
    public void OnMsgChuPai(MsgBase msgBase)
    {
        MsgChuPai msg = (MsgChuPai)msgBase;

        Debug.Log("PlayerId: " + msg.id);
        gamePanel.PlayerStateText = "玩家" + msg.id + "出牌";
        if (msg.paiIndex == -1)//胡的情况
        {
            Gender gender = players[msg.id].gender;
            switch (gender)
            {
            case Gender.Female:
                Audio.PlayCue(Audio.audioHuFemale);
                break;

            case Gender.Male:
                Audio.PlayCue(Audio.audioHuMale);
                break;
            }

            Debug.Log("胡牌成功!");
            PanelManager.Open <GameoverPanel>(msg.id, client_id, -1);
            PanelManager.Close("GamePanel");
        }
        else
        {
            players[msg.id].DiscardPai(msg.paiIndex);
            gamePanel.HandPaiCount = new int[] { (int)gamePanel.numToDir[msg.id], players[msg.id].handPai.Count };
        }
    }
コード例 #3
0
ファイル: BattleManager.cs プロジェクト: Severn17/UnityLearn
 public static void EnterBattle(MsgEnterBattle msg)
 {
     BattleManager.Reset();
     PanelManager.Close("RoomPanel");
     PanelManager.Close("ResultPanel");
     for (int i = 0; i < msg.tanks.Length; i++)
     {
         GenerateTank(msg.tanks[i]);
     }
 }
コード例 #4
0
ファイル: SkillButton.cs プロジェクト: rhakdkdl16/GameUI
 public void OnclickBT()
 {
     if (!GameObject.FindGameObjectWithTag("PANEL"))
     {
         SkillPanel skillPanel = Instantiate(skillPrefab, transform.parent.parent).GetComponent <SkillPanel>();
     }
     else
     {
         PanelManager game = GameObject.FindGameObjectWithTag("PANEL").GetComponent <PanelManager>();
         game.Close();
         SkillPanel skillPanel = Instantiate(skillPrefab, transform.parent.parent).GetComponent <SkillPanel>();
     }
 }
コード例 #5
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 public void OnclickSetting()
 {
     if (!GameObject.FindGameObjectWithTag("PANEL"))
     {
         SettingPanel chrarter = Instantiate(settingPrefab, transform.parent.parent).GetComponent <SettingPanel>();
     }
     else
     {
         PanelManager game = GameObject.FindGameObjectWithTag("PANEL").GetComponent <PanelManager>();
         game.Close();
         SettingPanel chrarter = Instantiate(settingPrefab, transform.parent.parent).GetComponent <SettingPanel>();
     }
 }
コード例 #6
0
ファイル: CharacterButton.cs プロジェクト: rhakdkdl16/GameUI
 public void OnclickItem()
 {
     if (!GameObject.FindGameObjectWithTag("PANEL"))
     {
         ChrarterPanel chrarter = Instantiate(chararcterPrefab, transform.parent.parent).GetComponent <ChrarterPanel>();
     }
     else
     {
         PanelManager game = GameObject.FindGameObjectWithTag("PANEL").GetComponent <PanelManager>();
         game.Close();
         ChrarterPanel chrarter = Instantiate(chararcterPrefab, transform.parent.parent).GetComponent <ChrarterPanel>();
     }
 }
コード例 #7
0
ファイル: QuestButton.cs プロジェクト: rhakdkdl16/GameUI
 public void OnclickQuest()
 {
     if (!GameObject.FindGameObjectWithTag("PANEL"))
     {
         QuestPanel chrarter = Instantiate(questPrefab, transform.parent.parent).GetComponent <QuestPanel>();
     }
     else
     {
         PanelManager game = GameObject.FindGameObjectWithTag("PANEL").GetComponent <PanelManager>();
         game.Close();
         QuestPanel chrarter = Instantiate(questPrefab, transform.parent.parent).GetComponent <QuestPanel>();
     }
 }
コード例 #8
0
    //收到战斗结束协议
    public static void OnMsgBattleResult(MsgBase msgBase)
    {
        MsgBattleResult msg = (MsgBattleResult)msgBase;
        //判断显示胜利还是失败
        bool     isWin = false;
        BaseTank tank  = GetCtrlTank();

        if (tank != null && tank.camp == msg.winCamp)
        {
            isWin = true;
        }
        //显示界面
        PanelManager.Open <ResultPanel>(isWin);
        //关闭界面
        PanelManager.Close("AimPanel");
    }
コード例 #9
0
    public void OnMsgQuit(MsgBase msgBase)
    {
        MsgQuit msg = (MsgQuit)msgBase;

        useQuitButton = msg.isQuit;
        if (msg.isQuit)
        {
            NetManager.Close();
            Application.Quit();
        }
        else
        {
            PanelManager.Open <TipPanel>("有人退出,游戏被迫中止!");
            PanelManager.Open <GameoverPanel>(-1, client_id, msg.id);
            PanelManager.Close("GamePanel");
            //直接平局
        }
    }
コード例 #10
0
 //开始战斗
 public static void EnterBattle(MsgEnterBattle msg)
 {
     //重置
     BattleManager.Reset();
     //关闭界面
     PanelManager.Close("RoomPanel");        //可以放到房间系统的监听中
     PanelManager.Close("ResultPanel");
     PanelManager.Close("KillPanel");
     PanelManager.Close("BattlePanel");
     PanelManager.Close("AimPanel");
     //产生坦克
     for (int i = 0; i < msg.tanks.Length; i++)
     {
         GenerateTank(msg.tanks[i]);
     }
     //打开界面
     PanelManager.Open <BattlePanel>();
     PanelManager.Open <AimPanel>();
 }
コード例 #11
0
    /// <summary>
    /// 客户端处理发牌协议
    /// </summary>
    /// <param name="msgBase"></param>
    public void OnMsgFaPai(MsgBase msgBase)
    {
        Debug.Log("can receive msgFaPai");
        MsgFaPai msg = (MsgFaPai)msgBase;

        nowTurnid = msg.id;
        if (msg.paiId == -1)
        {
            Debug.Log("没牌了,游戏结束");
            PanelManager.Open <GameoverPanel>(-1, client_id, -1);
            PanelManager.Close("GamePanel");
            return;
        }

        gamePanel.TurnText = msg.turnNum; //设置现在是第几轮了
        gamePanel.TurnLight(msg.id);      //切换灯光
        if (msg.id == client_id)          //如果是玩家,就显示出牌/发动技能/胡的按钮
        {
            gamePanel.ChuPaiButton = true;
            if (msg.isHu)
            {
                gamePanel.HuButton = true;
            }
            if (msg.canSkill)
            {
                gamePanel.SkillButton = true;
            }
        }

        CreatePai(msg.paiId, msg.id);
        players[msg.id].SynHandPai(); //调整牌的顺序
        players[msg.id].PlacePai();   //调整牌的位置
        gamePanel.HandPaiCount    = new int[] { (int)gamePanel.numToDir[msg.id], players[msg.id].handPai.Count };
        gamePanel.PlayerStateText = "玩家" + (msg.id + 1) + "出牌";

        isChuPai = true;
        //开始计时,玩家出牌
        StartTimeCount();
    }
コード例 #12
0
    //关闭
    public void Close()
    {
        string name = this.GetType().ToString();

        PanelManager.Close(name);
    }