// Update is called once per frame
    void Update()
    {
        if (GameNetworkServer.Instance.ClientStatus == GameNetworkServer.CLIENT_STATUS.LOGIN && isWatingEnterRoomRes == true)
        {
            if (roomEnterRes.Result == ERROR_CODE.DUMMY_CODE)
            {
                return;
            }

            if (roomEnterRes.Result == ERROR_CODE.NONE)
            {
                GameNetworkServer.Instance.ClientStatus = GameNetworkServer.CLIENT_STATUS.ROOM;
                SceneManager.LoadScene("Game");
            }
            else
            {
                errorMsgBox.PopUpErrorMessage("[방 입장요청 오류]" + roomEnterRes.Result);
            }
        }
    }
Пример #2
0
 // Update is called once per frame
 void Update()
 {
     if (isLoginReqPktSended == true)
     {
         if (loginResult == (Int16)ERROR_CODE.NONE)
         {
             GameNetworkServer.Instance.ClientStatus = GameNetworkServer.CLIENT_STATUS.LOGIN;
             SceneManager.LoadScene("Lobby");
         }
         else if (loginResult != (Int16)ERROR_CODE.DUMMY_CODE)
         {
             errorMsgBox.PopUpErrorMessage("[로그인 오류] 오류코드:" + loginResult);
             isLoginReqPktSended = false;
         }
     }
 }
    // Update is called once per frame
    void Update()
    {
        //채팅메세지 확인.
        if (GameNetworkServer.Instance.ChatMsgQueue.Count > 0)
        {
            RoomChatNotPacket recvMsg = GameNetworkServer.Instance.ChatMsgQueue.Dequeue();
            chattingLog.text += "[" + recvMsg.UserUniqueId + "] " + recvMsg.Message + "\n";
        }


        if (roomLeaveResPkt.Result != ERROR_CODE.DUMMY_CODE)
        {
            if (roomLeaveResPkt.Result == ERROR_CODE.NONE)
            {
                GameNetworkServer.Instance.ClientStatus = GameNetworkServer.CLIENT_STATUS.LOGIN;

                SceneManager.LoadScene("Lobby");
            }
            else
            {
                errorMsgBox.PopUpErrorMessage("[방 나가기 요청 오류]" + roomLeaveResPkt.Result);
            }
        }



        if (isRemoteUserInRoom == false)
        {
            if (GameNetworkServer.Instance.RoomUserInfo.Count > 1)
            {
                Debug.Log("Room Full");
                isRemoteUserInfoNeedUpdate = true;
                isRemoteUserInRoom         = true;
            }
        }

        if (isLocalUserInfoNeedUpdate)
        {
            GameNetworkServer.UserData userData =
                GameNetworkServer.Instance.RoomUserInfo[GameNetworkServer.Instance.Local_RoomUserUniqueID];
            UI_SetLocalPlayerInfo(userData.ID);
            isLocalUserInfoNeedUpdate = false;
        }

        if (isRemoteUserInfoNeedUpdate)
        {
            GameNetworkServer.UserData userData =
                GameNetworkServer.Instance.GetRemoteUserInfo();
            UI_SetRemotePlayerInfo(userData.ID);


            isRemoteUserInfoNeedUpdate = false;
        }


        if (isLocalReadyON_MsgArrived)
        {
            UI_IsReadyLocalPlayer(true);
            isLocalReadyON_MsgArrived = false;
        }
        if (isLocalReadyOFF_MsgArrived)
        {
            UI_IsReadyLocalPlayer(false);
            isLocalReadyOFF_MsgArrived = false;
        }

        if (isRemoteReadyON_MsgArrived)
        {
            UI_IsReadyRemotePlayer(true);
            isRemoteReadyON_MsgArrived = false;
        }
        if (isRemoteReadyOFF_MsgArrived)
        {
            UI_IsReadyRemotePlayer(false);
            isRemoteReadyOFF_MsgArrived = false;
        }


        if (isGameStart == false && GameNetworkServer.Instance.ClientStatus == GameNetworkServer.CLIENT_STATUS.GAME)
        {
            GameObject.Find("ReadyButton").GetComponent <Button>().interactable = false;
            GameObject.Find("LeaveButton").GetComponent <Button>().interactable = false;
            UI_IsReadyLocalPlayer(false);
            UI_IsReadyRemotePlayer(false);

            isGameStart = true;
        }
    }