public void Serialize(RoomPlayerInfo playerInfo) { mRoleID = playerInfo.m_nRoleID; mRoleName = playerInfo.m_strRoleName; mIsHost = playerInfo.m_bIsHost; mRoleType = (RoleRoomType)playerInfo.m_nRoleType; m_bIsBoss = playerInfo.m_bIsBoss; mRolePos = playerInfo.m_nRolePos; mRoleState = (RoleRoomState)playerInfo.m_nRoleState; mRoleSex = (Sex_Type)playerInfo.m_nRoleSex; mRoleSkin = playerInfo.m_nRoleSkin; mDanceGroup = playerInfo.m_strDanceGroup; mDanceGroupPos = playerInfo.m_nDanceGroupPos; mDanceGroupBadge = playerInfo.m_nDanceGroupBadge; mDanceGroupEffect = playerInfo.m_nDanceGroupEffect; m_bIsVIP = playerInfo.m_bIsVIP; m_nVIPLevel = playerInfo.m_nVIPLevel; m_nTransformId = playerInfo.m_nTransformId; m_nSkinCandyColor = playerInfo.m_nSkinCandyColor; m_nCurVehicleID = playerInfo.m_nCurVehicleID; m_nCurVehicleOwnerID = playerInfo.m_nCurVehicleOwnerID; m_nCurVehiclePos = playerInfo.m_nCurVehiclePos; }
public void SetPlayerState(bool hasPlayer, bool host, RoleRoomState state) { host &= hasPlayer; bool isPrepare = hasPlayer & (state == RoleRoomState.Ready) && !host; bool isEquip = hasPlayer & (state == RoleRoomState.Equip) && !host; if (m_RoomHost != null) { m_RoomHost.SetActive(host); } if (m_RoomHostRender != null) { m_RoomHostRender.enabled = host; } if (m_RoomDancerRender != null) { m_RoomDancerRender.enabled = !host; } if (m_Prepare != null) { m_Prepare.SetActive(isPrepare); } if (m_Equip != null) { m_Equip.SetActive(isEquip); } }