// Use this for initialization
 void Awake()
 {
     //cursorP1.transform.position = new Vector3(colors[p1CursorPosition].transform.position.x - 15 / (scaler.referenceResolution.x / Screen.width), cursorP1.transform.position.y, cursorP1.transform.position.z);
     //cursorP2.transform.position = new Vector3(colors[p2CursorPosition].transform.position.x + 15 / (scaler.referenceResolution.x / Screen.width), cursorP2.transform.position.y, cursorP2.transform.position.z);
     p1Renderer.material.color = colors[p1CursorPosition].GetComponent <Image>().color;
     p2Renderer.material.color = colors[p2CursorPosition].GetComponent <Image>().color;
     stage = CharacterSelectStage.CharacterPicking;
     stageSelectPanel.SetActive(false);
 }
예제 #2
0
    public void S2C_OnGetPlayerInfoList(Pt _info)
    {
        pt_usr_list_a102 pt_usr_list_A102Info = _info as pt_usr_list_a102;

        loginPlayerDic.Clear();
        if (pt_usr_list_A102Info != null)
        {
            bool noTargetPlayer = true;
            uint lastPlayerID   = 0;
            for (int i = 0, max = pt_usr_list_A102Info.usr_list.Count; i < max; i++)
            {
                create_usr_info item = pt_usr_list_A102Info.usr_list[i];
                PlayerBaseInfo  info = new PlayerBaseInfo(item);
                loginPlayerDic[info.ServerInstanceID] = info;
                Debug.Log("item.raw_server_id:" + item.raw_server_id + ",loginServerID:" + loginServerID);
                if (GameCenter.instance.isPlatform)
                {
                    if (item.raw_server_id.ToString() == loginServerID)
                    {
                        CurSelectPlayerID = (uint)info.ServerInstanceID;
                        noTargetPlayer    = false;
                    }
                }
                lastPlayerID = (uint)info.ServerInstanceID;
            }
            if (noTargetPlayer)
            {
                CurSelectPlayerID = lastPlayerID;                //容错,没找到目标角色时,取最后一个
            }
        }
        if (loginPlayerDic.Count > 0)//如果角色数量大于0,则跳转至选择角色状态,否则跳转至创角状态 by吴江
        {
            if (GameCenter.instance.IsReConnecteding)
            {
                if (CurSelectPlayerID > 0)
                {
                    C2S_AskQueue(CurSelectPlayerID);
                }
                else
                {
                    CharacterSelectStage stage = GameCenter.curGameStage as CharacterSelectStage;
                    if (stage != null)
                    {
                        stage.GoToWait();
                    }
                    else
                    {
                        CharacterCreateStage charaStage = GameCenter.curGameStage as CharacterCreateStage;
                        if (charaStage != null)
                        {
                            charaStage.GoToWait();
                        }
                    }
                }
                return;
            }
            else
            {
                if (CurSelectPlayerID > 0)
                {
                    C2S_AskQueue(CurSelectPlayerID);
                }
            }
        }
        else
        {
            if (GameCenter.instance.IsReConnecteding)
            {
                CharacterCreateStage stage = GameCenter.curGameStage as CharacterCreateStage;
                if (stage != null)
                {
                    stage.GoToWait();
                }
            }
            else
            {
                GameCenter.instance.GoCreatChar();
            }
        }
    }
 private void SwitchToStageSelect()
 {
     stage = CharacterSelectStage.StagePicking;
     StartCoroutine("SwitchToStageSelectCoroutine");
 }