//--------------------------------------------------------------------- // 收到更新機台資料 public void RcvUpdateMachineList(byte[] byarData) { CPACK_TMachineData MachineData = GameConnet.m_oGameClient.DoDeSerialize <CPACK_TMachineData>(byarData); m_MachineDatas[MachineData.m_uiTID] = MachineData; Debug.Log("收到更新機台 : " + MachineData.m_uiTID + " 資料"); }
//--------------------------------------------------------------------- // 收到檯桌式機台機制 public void RcvMachineData(byte[] byarData) { m_MachineDatas = new Dictionary <uint, CPACK_TMachineData>(); m_MachineTableArea = new Dictionary <uint, byte>(); m_MachineBuyInConfig = GameConnet.m_oGameClient.DoDeSerialize <CPACK_TMGameConfig>(byarData); MainGame_Control.NoBetRound = m_MachineBuyInConfig.m_byChkUnbetRound; Debug.Log("收到檯桌式機台機制 : " + "等級多少以上才能Buyin : " + m_MachineBuyInConfig.m_usBuyinLv); NobetRound = m_MachineBuyInConfig.m_byChkUnbetRound.ToString(); foreach (var item in m_MachineBuyInConfig.m_dicTableGroupSet) { //分區數量做設定 Debug.Log("桌群ID: " + item.Value.m_byGroupID + " 分區標籤名稱 : " + item.Value.m_strTagName + " 起始桌號 : " + item.Value.m_uiStartTableID + " 末尾桌號 : " + item.Value.m_uiEndTableID); if (NowGroup == 0) //如果目前分區是初始值 設定目前分區 { NowGroup = item.Value.m_byGroupID; } for (uint i = item.Value.m_uiStartTableID; i <= item.Value.m_uiEndTableID; i++) { //根據各分區起末號 設定各機台的ID跟人數 if (!m_MachineDatas.ContainsKey(i)) { //m_MachineDatas 如果沒有找到 加入桌檯資料 CPACK_TMachineData Data = new CPACK_TMachineData(); Data.m_uiTID = i; Data.m_usMemberCnt = 0; m_MachineDatas.Add(i, Data); } if (!m_MachineTableArea.ContainsKey(i)) //根據桌檯ID給予分區編號 { m_MachineTableArea.Add(i, item.Value.m_byGroupID); } } } CheckMachineClass = true; Debug.Log("收到檯桌式機台資料"); }
//--------------------------------------------------------------------- // 收到檯桌式機台機制 public void RcvMachineData(byte[] byarData) { m_MachineDatas = new Dictionary <uint, CPACK_TMachineData>(); m_MachineTableArea = new Dictionary <uint, ushort>(); m_MachineBuyInConfig = GameConnet.m_oGameClient.DoDeSerialize <CPACK_TMGameConfig>(byarData); MainGame_Control.NoBetRound = m_MachineBuyInConfig.m_byChkUnbetRound; Debug.Log("收到檯桌式機台機制 : " + "等級多少以上才能Buyin : " + MainConnet.m_PlayerData.m_strNickName); foreach (var item in m_MachineBuyInConfig.m_dicTableGroupSet) { Debug.Log("分區標籤名稱 : " + item.Value.m_strTagName + " 起始桌號 : " + item.Value.m_uiStartTableID + " 末尾桌號 : " + item.Value.m_uiEndTableID); } foreach (var item in m_MachineBuyInConfig.m_dicTableGroupSet) { for (uint i = item.Value.m_uiStartTableID; i <= item.Value.m_uiEndTableID; i++) { if (!m_MachineDatas.ContainsKey(i)) { CPACK_TMachineData Data = new CPACK_TMachineData(); Data.m_uiTID = i; Data.m_usMemberCnt = 0; m_MachineDatas.Add(i, Data); } if (!m_MachineTableArea.ContainsKey(i)) { m_MachineTableArea.Add(i, item.Value.m_byGroupID); } } } AutoButton_Control.TableDataGet = true; Debug.Log("收到檯桌式機台資料"); }
//--------------------------------------------------------------------- // 收到更新機台資料 public void RcvUpdateMachineList(byte[] byarData) { CPACK_TMachineData MachineData = GameConnet.m_oGameClient.DoDeSerialize <CPACK_TMachineData>(byarData); m_MachineDatas[MachineData.m_uiTID] = MachineData; if (MachineData.m_uiTID == GameConnet.m_TMachineBuyInGameData.m_uiTID) { SicBoGameMain.Inst.ButtonControl.UpdatePlayersCnt = true; //如果收到更新人數 且 是自己的機台 則更新顯示 } Debug.Log("收到更新機台 : " + MachineData.m_uiTID + " 資料"); }