/// <summary> /// 创建篮球时间节点时间组件. /// </summary> public void CreatBallJieDuanTimeUp() { //UnityLog("CreatBallJieDuanTimeUp -> IndexCreatBallJieDuan == " + IndexCreatBallJieDuan + ", time " + Time.time); m_TimeUpCreatBallStageCom = gameObject.AddComponent <SSTimeUpCtrl>(); m_TimeUpCreatBallStageCom.Init(SSGameDataCtrl.GetInstance().GetBallCreatRuleDt(IndexCreatBallJieDuan).TimeVal); m_TimeUpCreatBallStageCom.OnTimeUpOverEvent += OnCreatBallTimeUpOverEvent; }
void Awake() { Debug.Log("SSGameRoot::Awake -> peerType " + Network.peerType + ", eGameMode " + SSGameCtrl.GetInstance().eGameMode); SSGameCtrl.GetInstance().mSSGameRoot = this; NetworkServerNet.GetInstance().mNetworkRootGame = mNetworkRootGame; switch (SSGameCtrl.GetInstance().eGameMode) { case NetworkRootMovie.GameMode.Null: case NetworkRootMovie.GameMode.NoLink: { mSSGameDataManage.mGameData.SpawnPlayer(0); mSSGameDataManage.mGameData.SpawnNpc(1); mSSGameDataManage.mGameData.SpawnNpc(2); mSSGameDataManage.mGameData.SpawnNpc(3); mUIController.SetActiveUIRoot(true); break; } case NetworkRootMovie.GameMode.Link: { mUIController.SetActiveUIRoot(false); mSSTimeUpCom = gameObject.AddComponent <SSTimeUpCtrl>(); mSSTimeUpCom.OnTimeUpOverEvent += OnTimeUpOverNotConnectEvent; mSSTimeUpCom.Init(35f); break; } } NetworkEvent.GetInstance().OnServerInitializedEvent += OnServerInitializedEvent; NetworkEvent.GetInstance().OnPlayerConnectedEvent += OnPlayerConnectedEvent; NetworkEvent.GetInstance().OnConnectedToServerEvent += OnConnectedToServerEvent; NetworkEvent.GetInstance().OnFailedToConnectToMasterServerEvent += OnFailedToConnectToMasterServerEvent; }
// Use this for initialization void Start() { //Debug.Log("DestroyThisTimed -> objName "+gameObject.name); //Destroy(gameObject, TimeRemove); //Invoke("DelayDestroyThis", TimeRemove); if (TimeRemove > 0f) { SSTimeUpCtrl timeUpCom = gameObject.AddComponent <SSTimeUpCtrl>(); timeUpCom.Init(TimeRemove); timeUpCom.OnTimeUpOverEvent += OnTimeUpOverEvent; } }
internal void Init(SSGameDataCtrl.PlayerIndex indexVal, int score) { m_PlayerIndex = indexVal; ShowPlayerScore(score); //添加延迟删除时间事件. SSTimeUpCtrl timeUpCom = gameObject.AddComponent <SSTimeUpCtrl>(); timeUpCom.OnTimeUpOverEvent += OnTimeUpOverEvent; timeUpCom.Init(m_TimeDestroy); if (m_WeiXinHead != null) { m_WeiXinHead.Init(indexVal); } }
void OnFailedToConnectToMasterServerEvent() { if (!IsFailedToConnectMasterServer) { Debug.Log("GameLinkPlayer -> OnFailedToConnectToMasterServerEvent..."); IsFailedToConnectMasterServer = true; //因为网络故障强制切换为单机模式. NetworkRootMovie.GetInstance().ePlayerSelectGameMode = NetworkRootMovie.GameMode.NoLink; SetActiveUISeverWeiHu(true); SetActiveUICreateSever(false); SetActiveLinkNameParent(false); SetAcitveStartBt(false); mSSTimeUpCom = gameObject.AddComponent <SSTimeUpCtrl>(); mSSTimeUpCom.OnTimeUpOverEvent += OnTimeUpOverServerWeiHuEvent; mSSTimeUpCom.Init(5f); } }
/// <summary> /// 延迟一段时间后检测游戏包月状态. /// </summary> public void DelayQueryGameBaoYueState() { if (IsHaveBaoYueGame) { //玩家已经对游戏进行了包月,不需要继续查询包月状态. return; } if (IsQueryGameBaoYueState) { return; } IsQueryGameBaoYueState = true; m_TimeUpQueryGameBaoYueStateCom = gameObject.AddComponent <SSTimeUpCtrl>(); //x秒后开始查询游戏是否进行了包月. m_TimeUpQueryGameBaoYueStateCom.Init(60f * 5f); //m_TimeUpQueryGameBaoYueStateCom.Init(10f); //test. m_TimeUpQueryGameBaoYueStateCom.OnTimeUpOverEvent += OnTimeUpQueryGameBaoYueStateEvent; }
// Use this for initialization public void Init(SSGameDataCtrl.PlayerIndex indexVal) { m_PlayerIndex = indexVal; SSGameDataCtrl.LinkGamePlayerData[] rankDt = SSGameDataCtrl.GetInstance().GetLinkGamePlayerRankDt(); for (int i = 0; i < rankDt.Length; i++) { ShowPlayerScore(rankDt[i].Score, i); } //添加延迟删除时间事件. SSTimeUpCtrl timeUpCom = gameObject.AddComponent <SSTimeUpCtrl>(); timeUpCom.OnTimeUpOverEvent += OnTimeUpOverEvent; timeUpCom.Init(m_TimeDestroy); for (int i = 0; i < m_WeiXinHead.Length; i++) { if (m_WeiXinHead[i] != null) { //string url = SSGameDataCtrl.GetInstance().m_PlayerData[i].PlayerHeadUrl; //UnityLog("url ===== " + url); m_WeiXinHead[i].Init((SSGameDataCtrl.PlayerIndex)i); } } }