public void PrepareEnterGame(pb.GS2CEnterGameRet msg) { Debug.Log("PrepareEnterGame=> _gameMode=" + msg.mode.ToString() + ", _roomId=" + msg.roomId); _gameMode = msg.mode; _roomId = msg.roomId; switch (msg.mode) { case pb.GameMode.CreateRoom: BattleManager.Instance.IsWaitingEnterRoomRet = false; break; default: break; } }
public void RevMsgGS2CEnterGameRet(int pid, byte[] msgBuf, int msgSize) { Debug.Log("==>> RevMsgGS2CEnterGameRet"); Stream stream = new MemoryStream(msgBuf); pb.GS2CEnterGameRet msg = ProtoBuf.Serializer.Deserialize <pb.GS2CEnterGameRet>(stream); switch (msg.errorCode) { case pb.GS2CEnterGameRet.ErrorCode.SUCCESS: BattleManager.Instance.PrepareEnterGame(msg); break; case pb.GS2CEnterGameRet.ErrorCode.FAIL: break; case pb.GS2CEnterGameRet.ErrorCode.PLAYER_COUNT_LIMITE: UIManager.Instance.ShowTips(TipsType.text, "房间已满"); break; } }