public override void HandleMessage(ProtoBase proto) { base.HandleMessage(proto); switch (proto.MessageID) { case MessageId.SC_JoinGame: { ProtoSCJoinGame joinGame = proto as ProtoSCJoinGame; if (joinGame.Result == JoinGameResult.JGR_Success) { OnJoinRoom(true, ""); } else if (joinGame.Result == JoinGameResult.JGR_UserFull) { OnJoinRoom(false, "房间已满,无法进入"); } else if (joinGame.Result == JoinGameResult.JGR_BattleFull) { OnJoinRoom(false, "服务器爆满,无法创建房间"); } else if (joinGame.Result == JoinGameResult.JGR_AlreadyInBattle) { OnJoinRoom(false, "已经在房间中"); } break; } case MessageId.SC_EnterGame: { ProtoSCEnterGame enterBattle = proto as ProtoSCEnterGame; if (enterBattle.IsSuccess) { GameCore.Instance.MySide = enterBattle.Side; } break; } case MessageId.SC_MatchSuccess: { GameCore.Instance.SwitchToSubgame(ESubGame.SelectLevel); break; } } }
public override void HandleMessage(ProtoBase proto) { base.HandleMessage(proto); switch (proto.MessageID) { case MessageId.SC_EnterGame: { ProtoSCEnterGame enterBattle = proto as ProtoSCEnterGame; if (enterBattle.IsSuccess) { GameCore.Instance.MySide = enterBattle.Side; } break; } case MessageId.SC_MatchSuccess: { GameCore.Instance.SwitchToSubgame(ESubGame.SelectLevel); break; } } }