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); } }
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 } }
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; } } }