private void HandleInvationMatchFeedback( byte[] data ) { UILockManager.ResetGroupState( UIEventGroup.Middle ); InvitationMatchS2C feedback = ProtobufUtils.Deserialize<InvitationMatchS2C>( data ); if ( feedback.result ) { switch ( feedback.state ) { case InvitationState.AcceptInvitation: view.OpenFightMatchView( matcherReadyDatas ); break; case InvitationState.RefuseInvitation: case InvitationState.DestroyInvitation: view.CloseView(); break; case InvitationState.FriendInBattle: view.CloseView(); OpenPopUp( "提示", "您的好友已进入战斗" ); break; case InvitationState.FriendInMatching: view.CloseView(); OpenPopUp( "提示", "您的好友已在匹配中" ); break; } } }
private void HandleInvationMatchFeedback(byte[] data) { InvitationMatchS2C feedback = ProtobufUtils.Deserialize <InvitationMatchS2C>(data); if (feedback.result) { switch (feedback.state) { case InvitationState.FriendInBattle: view.PopFriendInBattle(); SendInvitationListC2S(); currentFriendItem = null; break; case InvitationState.FriendInMatching: view.PopFriendInMatching(); SendInvitationListC2S(); currentFriendItem = null; break; case InvitationState.WaitingProcess: currentFriendItem.SetInvationButtonState(false); isInvite = true; break; case InvitationState.AcceptInvitation: break; case InvitationState.RefuseInvitation: break; case InvitationState.CancelInvitation: matcherReadyDatas.Clear(); currentFriendItem = null; view.OnExit(true); break; case InvitationState.FriendReady: view.SetFriendReadyState(true); break; case InvitationState.FriendCancelReady: view.SetFriendReadyState(false); break; case InvitationState.StartMatch: currentFriendId = GetFriendMatcherReadyData().playerId; SendApplyRoomC2S(); break; case InvitationState.RepeatSendInvitation: break; case InvitationState.DestroyInvitation: break; } } }