/// <summary> /// 发送表情 /// </summary> /// <param name="index"></param> private void BtnSelectEmoji(int index) { AudioManager.Instance.PlaySound("button"); if (SystemMsg.gameObject.activeSelf) { emojiParentTrans.parent.gameObject.SetActive(false); //不发送到系统 return; } if (PlayerCache.loginInfo.vipLv < 1) { XUIMidMsg.QuickMsg("Vip等级需要达到1级以上"); return; } if (!isCanSend) { currentMsgType = MsgType.Expression; currentMsg = index.ToString(); if (GlobalMsg.gameObject.activeSelf) { //string[] msg = new string[] { "5560", ((int)BroadcatType.Global).ToString(), ((int)MsgType.Expression).ToString(), index.ToString() }; //NetGameRoom.Instance.write(msg); } if (FamilyMsg.gameObject.activeSelf) { //发送到家族 //string[] msg = new string[] { "5560", ((int)BroadcatType.Family).ToString(), ((int)MsgType.Expression).ToString(), index.ToString() }; //NetGameRoom.Instance.write(msg); } emojiParentTrans.parent.gameObject.SetActive(false); isCanSend = true; //StartCoroutine(SendExpressionTimeDown());//开始倒计时 System.Timers.Timer t = new System.Timers.Timer(5000); t.Elapsed += new System.Timers.ElapsedEventHandler(SendExpressionTimeDown); t.AutoReset = false; t.Enabled = true;//是否执行System.Timers.Timer.Elapsed事件; } else { XUIMidMsg.QuickMsg("发送频繁,请5秒后再试!"); return; } }
/// <summary> /// 打开换牌界面 /// </summary> private void BtnChangeCardOnClick() { //使用换牌卡次数大于三次 if (exchangeTimes > 3) { XUIMidMsg.QuickMsg("达到该局最大使用次数"); return; } if (base.cinglTimes >= base.MaxCinglTimes - 2) { if (base.isLook) { //判断换牌卡够不够 if (currentExchangeCardCount == 0) { XUIMidMsg.QuickMsg("您还没有换牌卡道具哟!!!"); return; } if (StartChangeCard) { for (int i = 3; i < ChangeCard.childCount; i++) { ChangeCard.GetChild(i).GetComponent <Image>().sprite = GameTools.Instance.GetSpriteAtlas("Sprite/card/CardAtlas", PlayerCache.selfCards[i - 1 - 2].ToString()); } ChangeCard.gameObject.SetActive(true); } else { XUIMidMsg.QuickMsg("这轮您已经换过牌了哟,等待下一轮吧"); } } else { XUIMidMsg.QuickMsg("要先看牌才行哟"); } } else { XUIMidMsg.QuickMsg("需要可比轮数达到" + (base.MaxCinglTimes - 2)); } }
/// <summary> /// 将该玩家踢出下座位 /// </summary> private void BtnKickOnClick() { //判断是否为vip if (PlayerCache.loginInfo.vipLv > 0) { PlayerInfoDto player = PlayerCache.otherPlayerInfoDic[PlayerCache.CurrentOtherPlayerUID]; //判断该玩家的vip等级是否大于自己 if (PlayerCache.loginInfo.vipLv > player.vipLv) { //踢下座位 DiceTcpOperation.kicking(PlayerCache.CurrentOtherPlayerUID); UIManager.Instance.Close("Prefabs/Game/Dice/DiceOtherPlayerInfoPanel"); } else { XUIMidMsg.QuickMsg("Vip等级低于该玩家"); } } else { XUIMidMsg.QuickMsg("只有vip用户才可以踢人哟"); } }
/// <summary> /// 同意好友请求 回调 /// </summary> /// <param name="callBackParam"></param> public override void consent2CallBack(BasePlayerDto callBackParam) { XUIMidMsg.QuickMsg("同意【" + callBackParam.userName + "】好友请求"); }
/// <summary> /// 购买成功回调 /// </summary> /// <param name="callBackParam"></param> public override void pay2CallBack(ItemListDto callBackParam) { XUIMidMsg.QuickMsg("购买成功!"); PlayerCache.SetWealthUpdate(callBackParam.items, true); }
//收到抽奖结果 //转圈协程 private IEnumerator StartPlayAni(RebateDialDto rebateDialDto) { drawBtn.interactable = false; while (isPlayerAni) { if (times == rolltimes) { endtime = 0.3f; if (AwardIndex < resultIndex) { if (resultIndex - AwardIndex == 2) { endtime = 0.4f; } AwardIndex++; LightImageTrams.position = AwardPosList[AwardIndex].position; } else { times = 0; long goldAward = 0; for (int i = 0; i < rebateDialDto.position.Count; i++) { goldAward += AwardList[rebateDialDto.position[i] - 1].num; } if (rebateDialDto.position.Count > 1) { XUIMidMsg.QuickMsg("恭喜你连续抽" + rebateDialDto.position.Count + " 获得金币x" + goldAward); } else if (rebateDialDto.position.Count == 1) { XUIMidMsg.QuickMsg("恭喜抽中金币x" + goldAward); } isPlayerAni = false; if (rebateDialInfoDto.canGetCount > 0) { drawBtn.interactable = true; } else { drawBtn.interactable = false; } PlayerCache.WealthUpdate(); } } else//前几圈只是动画 { endtime = 0.1f; if (AwardIndex == 8) { AwardIndex = 0; times++; } LightImageTrams.position = AwardPosList[AwardIndex].position; AwardIndex++; if (times == rolltimes) { AwardIndex = 0; } } yield return(new WaitForSeconds(endtime)); } }
//购买按钮点击事件 public void BuyOnclick() { AudioManager.Instance.PlaySound("button"); //moneytypes = new List<int>() { taobi,dianquan,zuanshi }; //钻石 if (shopID == 1) { //发送消息到服务器 PlayerCache.shopOperation.pay(id); //GameObject go = GameTools.Instance.GetObject("Prefabs/Tips/TipsToActivityPanel"); //GameObject obj = Instantiate(go); //obj.transform.SetParent(StorePanel); //obj.transform.localScale = Vector3.one; }//金币 else if (shopID == 2) { //判断自己钻石数量是否足够 if (PlayerCache.loginInfo.diamond >= price) { PlayerCache.shopOperation.pay(id); } else { XUIMidMsg.QuickMsg("钻石数量不足"); } } //道具 else if (shopID == 3) { //判断自己兑换券数量是否足够 if (PlayerCache.loginInfo.integral >= price) { PlayerCache.shopOperation.pay(id); } else { XUIMidMsg.QuickMsg("兑换券数量不足"); } } //靓号特权 else if (shopID == 4) { } //座驾 else if (shopID == 5) { if (PlayerCache.loginInfo != null) { if (PlayerCache.loginInfo.vipLv >= vip) { //判断自己金币数量是否足够 if (PlayerCache.loginInfo.gold >= price) { PlayerCache.shopOperation.pay(id); } else { //提示余额不足 XUIMidMsg.QuickMsg("余额不足"); } } else { //提示VIP等级不足 XUIMidMsg.QuickMsg("VIP等级不足"); } } else { if (PlayerCache.loginInfo.vipLv >= vip) { //判断自己金币数量够不够买 if (PlayerCache.loginInfo.gold >= price) { PlayerCache.shopOperation.pay(id); } else { //提示余额不足 XUIMidMsg.QuickMsg("余额不足"); } } else { //提示VIP等级不足 XUIMidMsg.QuickMsg("VIP等级不足"); } } } }
/// <summary> /// 赠送礼物回调 /// </summary> /// <param name="callBackParam">自己剩余多少金币</param> public override void giveGifts2CallBack(long callBackParam) { PlayerCache.loginInfo.gold = callBackParam; PlayerCache.WealthUpdate(); XUIMidMsg.QuickMsg("赠送成功!"); }