Пример #1
0
 //public void WxSucessful(string ss)
 //{
 //    PlayerPrefs.SetString("WxInfo", ss);
 //    MyDebug.Log("获取信息成功");
 //    WxUserInfo wxInfo = JsonMapper.ToObject<WxUserInfo>(ss);
 //    GlobalDataScript.Instance.wechatOperate.TestLogin(wxInfo);
 //}
 public void SetBattery(string mes)
 {
     if (GameMessageManager.SetBattery != null)
     {
         GameMessageManager.SetBattery(int.Parse(mes));
     }
 }
 private void Update()
 {
     if (Input.anyKeyDown)
     {
         GameMessageManager.SendGameMessage(GameMessage.Start);
     }
 }
Пример #3
0
        public void Start()
        {
            instance = this;

            // TODO Look into state usage on server side
            // Creating Teardown because GameFlowData checks if it isn't the current state, and null == null
            AppState_GameTeardown.Create();

            Log.Info("Starting Server...");
            UIFrontendLoadingScreen.Get().StartDisplayError("Starting Server...");
            NetworkServer.useWebSockets = true;
            NetworkServer.Listen(Port);

            // Regiser Network Handlers
            GameMessageManager.RegisterAllHandlers();

            // Load map bundle
            AssetBundle MapsBundle = AssetBundle.LoadFromFile(Path.Combine(Application.dataPath, @"Bundles\scenes\maps.bundle"));

            GameObject artemisServerObject = new GameObject("ArtemisServerComponent");

            artemisServerComponent = artemisServerObject.AddComponent <ArtemisServerComponent>();
            GameObject.DontDestroyOnLoad(artemisServerObject);

            WebsocketManager.Init();
            ClientGamePrefabInstantiatorFix();
        }
Пример #4
0
        void FixedUpdate()
        {
            //  Debug.Log(SocketEngine.Instance.isTcpConnect);
            while (callBackResponseList.Count > 0)
            {
                MyDebug.Log("callBackResponseList.Count:" + callBackResponseList.Count);
                ClientResponse response = callBackResponseList[0];
                callBackResponseList.RemoveAt(0);
                DispatchHandle(response);
            }

            if (isDisconnet)
            {
                isDisconnet = false;
                var handler = disConnetReply;
                if (handler != null)
                {
                    handler();
                }
            }

            if (GameMessageManager.CloseLoading != null && iscloseLoading)
            {
                GameMessageManager.CloseLoading();
                iscloseLoading = false;
            }
            else if (iscloseLoading)
            {
                iscloseLoading = false;
            }

            if (ShowTips)
            {
                ShowTips = false;
                ShowTipDialog();
            }

            //MySceneManager.instance.SceneState();
            timeCount += Time.deltaTime;
            if (timeCount < 5f)
            {
                return;
            }

            if (SocketEngine.Instance.isConnected)
            {
                SocketSendManager.Instance.SendHeadData();
            }
            timeCount = 0;
            if (SocketInGameEvent.Instance.socketip != null)
            {
                StartCoroutine(SendPing());
            }
        }
Пример #5
0
                private IEnumerator start()
                {
                    SceneSystem.PushScene("StartMenu");

                    //等待上升动画
                    yield return(new WaitForSeconds(2));

                    GameMessageManager.ResetGameMessage();
                    while (true)
                    {
                        if (GameMessageManager.GetGameMessage(GameMessage.Start))
                        {
                            break;
                        }
                        if (GameMessageManager.GetGameMessage(GameMessage.Exit))
                        {
                            Application.Quit();
                        }
                        yield return(0);
                    }

                    SceneSystem.ChangeScene("GameTip");
                    StartCoroutine(exitCheck());

                    //等待上升动画
                    yield return(new WaitForSeconds(2));

                    GameMessageManager.ResetGameMessage();
                    while (true)
                    {
                        if (GameMessageManager.GetGameMessage(GameMessage.Start))
                        {
                            break;
                        }
                        yield return(0);
                    }

                    ScoreManager.Init();

                    while (Setter.setting.currentScene < Setter.setting.sceneCount)
                    {
                        yield return(beforeStart());

                        yield return(playScene("scene" + (Setter.setting.currentScene / 10) + (Setter.setting.currentScene % 10)));

                        yield return(gameWin());

                        Setter.setting.currentScene++;
                    }
                }
Пример #6
0
 public void SetSlect()
 {
     if (GameMessageManager.ClosePointPrompt != null)
     {
         GameMessageManager.ClosePointPrompt();
     }
     if (GameMessageManager.ShowPointPrompt != null)
     {
         GameMessageManager.ShowPointPrompt(cardPoint);
     }
     isSelected = true;
     if (GlobalDataScript.isDrag)
     {
         transform.localPosition = oldPosition;
     }
     transform.localPosition += new Vector3(0, 0.5f, 0);
 }
Пример #7
0
                private IEnumerator gameWin()
                {
                    SceneSystem.ChangeScene("GameWin");

                    //等待上升动画
                    yield return(new WaitForSeconds(2));

                    GameMessageManager.ResetGameMessage();
                    while (true)
                    {
                        yield return(0);

                        if (GameMessageManager.GetGameMessage(GameMessage.Start))
                        {
                            break;
                        }
                    }
                    yield return(0);
                }
Пример #8
0
                private IEnumerator playScene(string sceneName)
                {
                    SceneSystem.ChangeScene(sceneName);

                    GameMessageManager.ResetGameMessage();
                    //胜利判定
                    while (true)
                    {
                        yield return(0);

                        if (GameMessageManager.GetGameMessage(GameMessage.Win))
                        {
                            break;
                        }
                        if (GameMessageManager.GetGameMessage(GameMessage.Lose))
                        {
                            yield return(gameOver());

                            break;
                        }
                    }
                }