public void onTransportAdded(Transport transport)
 {
     Debug.Log("onTransportAdded " + transport);
     ViewS.getInstance().SetNickname(FNet.Instance.nickname);
     ViewS.getInstance().JoinRoom();
     FNet.Instance.connectionState = ConnectionState.MAIN;
 }
예제 #2
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        public void Quit()
        {
            ViewS.getInstance().LeaveRoom(0);
            object obj  = new object();
            Action done = () => { lock (obj) { Monitor.Pulse(obj); } };

            lock (obj)
            {
                Endpoint.closeEngine(done);
                Monitor.Wait(obj);
            }
        }
예제 #3
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 /// <summary>
 /// 将自己的位置同步到服务器
 /// </summary>
 /// <param name="curPos"></param>
 public void SetPosition(Vector3 curPos)
 {
     if (connectionState != ConnectionState.OFFLINE)
     {
         //这里记得检查抛出异常,不然玩家人数减少后会导致连接中断
         try
         {
             ViewS.getInstance().SetPosition(curPos.x, curPos.z);
         }
         catch (Exception)
         {
             Debug.Log("Error in FNet.SetPosition. Now UpdatePlayers...");
             UpdatePlayers();
         }
     }
 }
예제 #4
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 /// <summary>
 /// 将自己的血量同步到服务器
 /// </summary>
 /// <param name="curHp"></param>
 public void SetHp(int curHp)
 {
     if (connectionState != ConnectionState.OFFLINE)
     {
         //这里记得检查抛出异常,不然玩家人数减少后会导致连接中断
         try
         {
             ViewS.getInstance().SetHp(curHp);
         }
         catch (Exception)
         {
             Debug.Log("Error in FNet.SetHp. Now UpdatePlayers...");
             UpdatePlayers();
         }
     }
 }