예제 #1
0
    void onPlayerState(object data)
    {
        RoomEvent.sC2V_PlayerState ps = (RoomEvent.sC2V_PlayerState)data;

        _players [ps.local].updateState(ps.state);
        if (_roomRule.type == CommonDefine.eCreateRoomType.ROOM_PLAZA ||
            _roomRule.type == CommonDefine.eCreateRoomType.ROOM_CLASSIC_PLAZA)
        {
            _lianQiWaitPanel.onPlayerState(data);
        }
    }
예제 #2
0
    public void onPlayerState(object data)
    {
        //场模式,进来自动准备,一般不需要更新用户状态
        RoomEvent.sC2V_PlayerState ps = (RoomEvent.sC2V_PlayerState)data;

        if (ps.state == CommonDefine.PLAYER_STATE.STATE_TYPE_ROOMREADY &&
            ps.local == (int)CommonDefine.SEAT.SELF)
        {
        }
        else
        {
            //修改别人的状态为准备
        }
    }
예제 #3
0
    void onPlayerState(object data)
    {
        RoomEvent.sC2V_PlayerState ps = (RoomEvent.sC2V_PlayerState)data;

        if (ps.state == CommonDefine.PLAYER_STATE.STATE_TYPE_ROOMREADY &&
            ps.local == (int)CommonDefine.SEAT.SELF)
        {
            _readyBtn.gameObject.SetActive(false);

            //只有owner的才能设置显示开局按钮
            if (_realPlayer [ps.local].getIsOwner())
            {
                _startBtn.gameObject.SetActive(true);
            }
            else
            {
                _cancelReadyBtn.gameObject.SetActive(true);
                _cancelReadyBtn.interactable = false;                //暂时不支持取消准备
            }

            _startBtn.interactable = false;
        }
        else
        {
            //修改别人的状态为准备
        }

        _realPlayer [ps.local].updatePlayerReady();

        if (ps.ifAllReady)
        {
            if (_realPlayer [(int)CommonDefine.SEAT.SELF].getIsOwner())
            {
                _startBtn.interactable = true;
            }
        }
    }