예제 #1
0
 public void Leave()
 {
     refreshTimer.Stop();
     #region 注销client
     client.GotTeamMapList -= client_GotTeamMapList;
     client.AddSuccess     -= client_AddSuccess;
     client.AddFailure     -= client_AddFailure;
     client = null;
     #endregion
 }
예제 #2
0
 public void Leave()
 {
     #region 注销client
     client.RoomDetail      -= client_RoomDetail;
     client.RefreshRoomInfo -= client_RefreshRoomInfo;
     client.BeginGame       -= client_BeginGame;
     client.EndGame         -= client_EndGame;
     client = null;
     #endregion
 }
예제 #3
0
        public bool EnvoyerEvenement(ClientEvt clientEvt)
        {
            var    client = _httpClientFactory.CreateClient("ApiSimulationFluxV1");
            string strUrl = "/api/v1/Client";

            var clsObjetRequete = new StringContent(JsonConvert.SerializeObject(clientEvt), Encoding.UTF8, "application/json");

            var reponse = client.PostAsync(strUrl, clsObjetRequete).Result;

            return(reponse.IsSuccessStatusCode);
        }
예제 #4
0
 public void Reload()
 {
     #region 关联client
     client = InfoControl.Client;
     client.GotTeamMapList += client_GotTeamMapList;
     client.AddSuccess     += client_AddSuccess;
     client.AddFailure     += client_AddFailure;
     #endregion
     refreshTimer.Start();
     isEntered    = 0;
     flickerState = 0;
     client.GetTeamList();
 }
예제 #5
0
 public void Leave()
 {
     #region 注销client
     if (mode == MODE_SINGLE)
     {
         client.BeginGame -= client_BeginGame;
         client.EndGame   -= client_EndGame;
     }
     client.CreateSuccess -= client_CreateSuccess;
     client.CreateFailure -= client_CreateFailure;
     client = null;
     #endregion
 }
예제 #6
0
 public void Reload()
 {
     #region 关联client
     client                  = InfoControl.Client;
     client.RoomDetail      += client_RoomDetail;
     client.RefreshRoomInfo += client_RefreshRoomInfo;
     client.BeginGame       += client_BeginGame;
     client.EndGame         += client_EndGame;
     #endregion
     teamName       = "";
     infoBlock.Text = "";
     playerReady    = allReady = isGameStarted = false;
     client.GetRoomInfo();       //获取房间具体信息,消息返回方法是client_RoomDetail
 }
예제 #7
0
 public void Reload()
 {
     #region 关联client
     client = InfoControl.Client;
     client.CreateSuccess += client_CreateSuccess;
     client.CreateFailure += client_CreateFailure;
     if (mode == MODE_SINGLE)
     {
         client.BeginGame += client_BeginGame;
         client.EndGame   += client_EndGame;
     }
     #endregion
     isCreated        = 0;
     flickerState     = 0;
     singleTeam       = InfoControl.UserName + "'s Room";
     LeftArrow.Margin = new Thickness(
         LeftArrow.Margin.Left,
         FlickerTop,
         0, 0);
     RightArrow.Margin = new Thickness(
         0, FlickerTop,
         RightArrow.Margin.Right, 0);
 }
        public MainFrame(string usr, string usrId)
        {
            InitializeComponent();
            this.KeyDown += new KeyEventHandler(MainFrame_KeyDown);
            client        = InfoControl.Client;                 //获取客户端
            iClient       = new ClientIEvt("127.0.0.1");
            #region 订阅client事件
            client.Client.ConnectError += new System.IO.ErrorEventHandler(Client_ConnectError);
            client.LoginSuccess        += new EventHandler(client_LoginSuccess);
            client.LoginFailure        += new EventHandler(client_LoginFailure);
            #endregion
            #region 订阅iClient事件
            iClient.Escape               += new Action(iClient_Escape);         //对应ESC
            iClient.ViewChanged          += new Action(iClient_Choose);         //对应CHOOSE
            iClient.Enter                += new Action(iClient_Function1);      //对应FUN1
            iClient.Reset                += new Action(iClient_Function2);      //对应FUN2
            iClient.HandlebarRotated     += new ClientIEvt.HandlebarRotatedHandler(iClient_HandlebarRotated);
            iClient.WheelSpeedChangedRaw += new ClientIEvt.WheelSpeedChangedHandler(iClient_WheelSpeedChanged);

            #endregion
            userId = usrId;
            user   = usr;
            getGamePath();
        }