Пример #1
0
    /// <summary>
    /// 赋值每局信息
    /// </summary>
    /// <param name="index"></param>
    public void InitFrameDetails(int index)
    {
        Newss_Pel_timeTxt = Info_FrameDetails.transform.Find("Time").GetComponent <Text>();
        for (int i = 0; i < 4; i++)
        {
            Newss_Pel_headIge[i]  = Info_FrameDetails.transform.Find("hard" + (i + 1) + "/head").GetComponent <Image>();
            Newss_Pel_scoreTxt[i] = Info_FrameDetails.transform.Find("hard" + (i + 1) + "/score").GetComponent <Text>();
            zhuang[i]             = Info_FrameDetails.transform.Find("hard" + (i + 1) + "/zhuang").gameObject;
        }
        playbacks_Btn = Info_FrameDetails.transform.Find("playback_Btn").GetComponent <Button>();



        Newss_Pel_timeTxt.text = index + 1 + "/" + GameOperationProcesss.Count;
        zhuang[GameOperationProcesss[index].gameOperationInfo[0].OperationFW - 1].SetActive(true);
        var jsInfo = ProtobufUtility.DeserializeProtobuf <ReturnJS>(GameOperationProcesss[index].JieSuanInfo);

        for (int i = 0; i < userRecords[keyTemp].recordUserInfo.Count; i++)
        {
            Newss_Pel_headIge[i].transform.parent.gameObject.SetActive(true);
            LoadImage.Instance.LoadPicture(userRecords[keyTemp].recordUserInfo[i].headimg, Newss_Pel_headIge[i]);
            Newss_Pel_scoreTxt[i].text = jsInfo.js[i].FS.ToString();
        }
        var time = TimeToLong.ConvertIntDateTime(userRecords[keyTemp].CreateDate);

        timeTxt.text = time.Year + "-" + time.Month + "-" + time.Day + "\n" + time.Hour.ToString().PadLeft(2, '0') + ":" + time.Minute.ToString().PadLeft(2, '0');
        rule.text    = hall.RoomInfo(userRecords[keyTemp].RoomMsg);
        playbacks_Btn.onClick.AddListener(delegate { GamePlayback(GameOperationProcesss[index]); });
    }
Пример #2
0
    private void DebugLog(byte[] body)
    {
        SendGameOperation ope = ProtobufUtility.DeserializeProtobuf <SendGameOperation>(body);

        Debug.Log("加入房间,游戏openid" + ope.openid);
        Debug.Log("加入房间,游戏unionid" + ope.unionid);
        Debug.Log("加入房间,游戏operation" + ope.Operation);
        Debug.Log("加入房间,游戏roomid" + ope.RoomID);
    }
Пример #3
0
    private void DDZNew(int news, byte[] body)
    {
        switch (news)
        {
        case CreateHead.CSXYNUMD + 2002:
            DDZData.returnCreateRoom = ProtobufUtility.DeserializeProtobuf <ddzReturnCreateRoom>(body);
            Debug.Log("22002:" + DDZData.returnCreateRoom);
            OutLog.log("22002:服务端返回房间信息");
            break;

        case CreateHead.CSXYNUMD + 2004:
            DDZData.returnAddRoom = ProtobufUtility.DeserializeProtobuf <ddzReturnAddRoom>(body);
            Debug.Log("22004:" + DDZData.returnAddRoom);
            OutLog.log("22004:服务端返回加入信息");
            break;

        case CreateHead.CSXYNUMD + 2005:
            DDZData.returnUserInfo = ProtobufUtility.DeserializeProtobuf <ddzReturnUserInfo>(body);
            Debug.Log("22005:" + DDZData.returnUserInfo);
            OutLog.log("22005:服务端主动推送加入玩家信息");
            break;

        case CreateHead.CSXYNUMD + 2006:
            DDZData.returnStartGame = ProtobufUtility.DeserializeProtobuf <ddzReturnStartGame>(body);
            Debug.Log("22006:" + DDZData.returnStartGame);
            OutLog.log("22006:服务端返回主动推送游戏开始信息");
            break;

        case CreateHead.CSXYNUMD + 2008:
            DDZData.returnStart = ProtobufUtility.DeserializeProtobuf <ddzReturnStart>(body);
            Debug.Log("22008:" + DDZData.returnStart);
            OutLog.log("22008:开始游戏");
            break;

        case CreateHead.CSXYNUMD + 2010:
            DDZData.returnCallLandlord = ProtobufUtility.DeserializeProtobuf <ddzReturnCallLandlord>(body);
            Debug.Log("22010:" + DDZData.returnCallLandlord);
            OutLog.log("22010:服务器广播叫地主信息");
            break;

        case CreateHead.CSXYNUMD + 2013:
            DDZData.returnOutCard = ProtobufUtility.DeserializeProtobuf <ddzReturnOutCard>(body);
            Debug.Log("22013:" + DDZData.returnOutCard);
            OutLog.log("22013:出牌返回信息");
            break;

        case CreateHead.CSXYNUMD + 2014:
            DDZData.returnOutCardAll = ProtobufUtility.DeserializeProtobuf <ddzReturnOutCardAll>(body);
            Debug.Log("22014:" + DDZData.returnOutCardAll);
            OutLog.log("22014:广播出牌信息");
            break;
        }
    }
Пример #4
0
    private void Deseriliz(byte[] body)
    {
        SendLogin login = ProtobufUtility.DeserializeProtobuf <SendLogin>(body);

        Debug.Log("login.city" + login.city);
        Debug.Log("login.headimg" + login.headimg);
        Debug.Log("login.Latitude" + login.Latitude);
        Debug.Log("login.nickname" + login.nickname);
        Debug.Log("login.openid" + login.openid);
        Debug.Log("login.province" + login.province);
        Debug.Log("login.sex" + login.sex);
        Debug.Log("login.unionid" + login.unionid);
    }
Пример #5
0
    private void GYMJNew(int news, byte[] body)
    {
        switch (news)
        {
        case 12002:    //服务器返回房间信息
            GameInfo.returnCreatRoom = ProtobufUtility.DeserializeProtobuf <DNL.ReturnCreateRoom>(body);
            Debug.Log("12002:" + "返回房间信息" + GameInfo.returnCreatRoom.ToString());
            OutLog.log("12002:" + GameInfo.returnCreatRoom.ToString());
            break;

        case 10001:    //心跳

            GameInfo.UserHearbeat = 0;
            break;

        case 12004:    //服务器返回加入信息
            GameInfo.returnAddRoom = ProtobufUtility.DeserializeProtobuf <DNL.ReturnAddRoom>(body);
            Debug.Log("12004:" + GameInfo.returnAddRoom.ToString());
            OutLog.log("12004:服务器返回加入信息");
            break;

        case 12005:    //服务器主动推送加入玩家信息
            var returnUserInfo = ProtobufUtility.DeserializeProtobuf <DNL.ReturnUserInfo>(body);
            GameInfo.returnUserInfo = returnUserInfo;
            Debug.Log("12005:" + "服务端主动推送加入玩家信息" + returnUserInfo.ToString());
            OutLog.log("12005:服务端主动推送加入玩家信息");
            break;

        case 12006:    //服务器返回主动推送游戏开始信息
            var returnStartGame = ProtobufUtility.DeserializeProtobuf <DNL.ReturnStartGame>(body);
            GameInfo.returnStartGame = returnStartGame;
            Debug.Log("12006:" + "服务端推送游戏开始信息" + returnStartGame.ToString());
            OutLog.log("12006:服务端推送游戏开始信息");
            break;

        case 12008:    //服务器返回开始游戏
            var returnStart = ProtobufUtility.DeserializeProtobuf <DNL.ReturnStart>(body);
            GameInfo.returnStart = returnStart;
            Debug.Log("12008:" + "开始游戏" + returnStart.ToString());
            OutLog.log("12008:开始游戏");
            break;

        case 12010:    //服务器返回开始游戏
            var returnTTorTH = ProtobufUtility.DeserializeProtobuf <ReturnTTATH>(body);
            GameInfo.returnTTOrTH = returnTTorTH;
            Debug.Log("12010:" + "返回打出叫牌的集合" + returnTTorTH.ToString());
            OutLog.log("12010:返回打出叫牌的集合");
            break;

        case 13009:    //返回出牌信息,出牌方,出牌的花色
            var returnMsg = ProtobufUtility.DeserializeProtobuf <ReturnMsg>(body);
            GameInfo.returnMsg = returnMsg;
            Debug.Log("13009:" + "下发打出牌的消息" + returnMsg.ToString());
            OutLog.log("13009:下发打出牌的消息");
            break;

        case 13008:    //返回碰杠胡摸 四个信息和 方位
            var returnAll = ProtobufUtility.DeserializeProtobuf <ReturnAll>(body);
            GameInfo.returnAll = returnAll;
            Debug.Log("13008:" + "下发碰杠胡消息" + returnAll.ToString());
            OutLog.log("13008:下发碰杠胡消息");
            break;

        case CreateHead.CSXYNUM + 3003:    //返回摸牌
            var returnMP = ProtobufUtility.DeserializeProtobuf <ReturnMP>(body);
            GameInfo.returnMP = returnMP;
            Debug.Log(CreateHead.CSXYNUM + 3003 + "返回摸牌 " + returnMP.ToString());
            OutLog.log("13003:返回摸牌");
            break;

        case CreateHead.CSXYNUM + 4002:    //返回下发碰杠胡消息
            var returnPeng = ProtobufUtility.DeserializeProtobuf <ReturnPeng>(body);
            GameInfo.returnPeng = returnPeng;
            Debug.Log(CreateHead.CSXYNUM + 4002 + "下发碰杠胡后消息" + returnPeng.ToString());
            OutLog.log("14002:下发碰杠胡后消息");
            break;

        case CreateHead.CSXYNUM + 5002:    //返回听牌方位
            var returnBTMsg = ProtobufUtility.DeserializeProtobuf <ReturnBTMsg>(body);
            GameInfo.returnBTMSG = returnBTMsg;
            Debug.Log(CreateHead.CSXYNUM + 5002 + "返回听牌方位" + returnBTMsg.ToString());
            OutLog.log("15002:返回听牌方位");
            break;

        case CreateHead.CSXYNUM + 5013:    //返回听牌方位
            var returnTT = ProtobufUtility.DeserializeProtobuf <ReturnTT>(body);
            GameInfo.returnTT = returnTT;
            Debug.Log(CreateHead.CSXYNUM + 5013 + "返回天听方位(所有人)" + returnTT.ToString());
            OutLog.log("15013:返回天听方位(所有人)");
            break;

        case CreateHead.CSXYNUM + 6001:    //返回是否、
            var returnRecon = ProtobufUtility.DeserializeProtobuf <ReturnRecon>(body);
            GameInfo.returnRecon = returnRecon;
            Debug.Log(CreateHead.CSXYNUM + 6001 + "判断是否断线重连" + returnRecon.ToString());
            OutLog.log("16001:判断是否断线重连");
            break;

        case CreateHead.CSXYNUM + 7001:    //返回断线前消息
            var returnConnData = ProtobufUtility.DeserializeProtobuf <ReturnConnData>(body);
            GameInfo.returnConnData = returnConnData;
            Debug.Log(CreateHead.CSXYNUM + 7001 + "返回断线前信息" + returnConnData.ToString());
            OutLog.log("17001:返回断线前信息");
            break;

        case CreateHead.CSXYNUM + 7002:    //返回重新发牌信息
            var returnMsgList = ProtobufUtility.DeserializeProtobuf <ReturnMsgList>(body);
            GameInfo.returnMsgList = returnMsgList;
            Debug.Log(CreateHead.CSXYNUM + 7002 + "返回重发信息" + returnMsgList.ToString());
            OutLog.log("17002:返回重发信息");
            break;

        case CreateHead.CSXYNUM + 7004:    //返回活跃用户
            while (true)
            {
                if (GameInfo.returnHyUser == null)
                {
                    var returnHyUser = ProtobufUtility.DeserializeProtobuf <ReturnHyUser>(body);
                    GameInfo.returnHyUser = returnHyUser;
                    Debug.Log(CreateHead.CSXYNUM + 7004 + "返回活跃用户" + returnHyUser.ToString());
                    OutLog.log("17004:返回活跃用户");
                    break;
                }
                else
                {
                    Thread.Sleep(200);
                }
            }
            break;

        case CreateHead.CSXYNUM + 7005:    //返回翻鸡牌
            var returnFJ = ProtobufUtility.DeserializeProtobuf <ReturnFJ>(body);
            GameInfo.returnFJ = returnFJ;
            Debug.Log(CreateHead.CSXYNUM + 7005 + "返回翻鸡牌" + returnFJ.ToString());
            OutLog.log("17005:返回翻鸡牌");
            break;

        case CreateHead.CSXYNUM + 2009:    //返回打出叫牌的集合
            var returnTP = ProtobufUtility.DeserializeProtobuf <ReturnTP>(body);
            GameInfo.returnTP = returnTP;
            Debug.Log(CreateHead.CSXYNUM + 2009 + "返回打出叫牌的集合" + returnTP.ToString());
            OutLog.log("12009:返回打出叫牌的集合");
            break;

        case CreateHead.CSXYNUM + 7009:    //返回结算信息(全体)
            var returnJS = ProtobufUtility.DeserializeProtobuf <ReturnJS>(body);
            GameInfo.returnJS = returnJS;
            Debug.Log(CreateHead.CSXYNUM + 7009 + "返回结算信息(全体)" + returnJS.ToString());
            OutLog.log("17009:返回结算信息(全体)");
            break;

        case CreateHead.CSXYNUM + 5004:    //返回请求解散房间信息(所有人接收,客户端自主判断是否显示)
            var returnJSMsg = ProtobufUtility.DeserializeProtobuf <ReturnJSMsg>(body);
            GameInfo.returnJSMsg = returnJSMsg;
            Debug.Log(CreateHead.CSXYNUM + 5004 + "返回请求解散房间信息" + returnJSMsg.ToString());
            OutLog.log("15004:返回请求解散房间信息");
            break;

        case CreateHead.CSXYNUM + 5006:    //返回单个用户同意解散房间信息
            var returnJSByOnew = ProtobufUtility.DeserializeProtobuf <ReturnJSByOnew>(body);
            GameInfo.returnJSByOnew = returnJSByOnew;
            Debug.Log(CreateHead.CSXYNUM + 5006 + "返回单个用户同意信息" + returnJSByOnew.ToString());
            OutLog.log("15006:返回单个用户同意信息");
            break;

        case CreateHead.CSXYNUM + 5007:    //返回集体消息是否解散房间
            var returnALLIdea = ProtobufUtility.DeserializeProtobuf <ReturnAllIdea>(body);
            GameInfo.returnALLIdea = returnALLIdea;
            Debug.Log(CreateHead.CSXYNUM + 5007 + "返回集体消息是否解散房间" + returnALLIdea.ToString());
            OutLog.log("15007:返回集体消息是否解散房间");
            break;

        case CreateHead.CSXYNUM + 5009:    //服务端返回退出玩家
            var returnRemoveUser = ProtobufUtility.DeserializeProtobuf <ReturnRemoveUser>(body);
            GameInfo.returnRemoveUser = returnRemoveUser;
            Debug.Log(CreateHead.CSXYNUM + 5009 + "服务端返回退出玩家" + returnRemoveUser.ToString());
            OutLog.log("15009:服务端返回退出玩家");
            break;

        case CreateHead.CSXYNUM + 7003:    //返回房间信息
            var returnRoomMsg = ProtobufUtility.DeserializeProtobuf <ReturnRoomMsg>(body);
            GameInfo.returnRoomMsg = returnRoomMsg;
            Debug.Log(CreateHead.CSXYNUM + 7003 + "返回房间信息" + returnRoomMsg.ToString());
            OutLog.log("17003:返回房间信息");
            break;

        case CreateHead.CSXYNUM + 7008:    //玩家手牌集合
            var returnUserSPai = ProtobufUtility.DeserializeProtobuf <ReturnUserSPai>(body);
            GameInfo.returnUserSPai = returnUserSPai;
            Debug.Log(CreateHead.CSXYNUM + 7008 + "玩家手牌集合" + returnUserSPai.ToString());
            OutLog.log("17008:玩家手牌集合");
            break;

        case CreateHead.CSXYNUM + 5012:    //服务器下发定缺信息
            var returnAYM = ProtobufUtility.DeserializeProtobuf <ReturnAYM>(body);
            GameInfo.returnAYM = returnAYM;
            Debug.Log(CreateHead.CSXYNUM + 5012 + "返回缺牌信息" + returnAYM.ToString());
            OutLog.log("15012:返回缺牌信息");
            break;

        case CreateHead.CSXYNUM + 5015:    //返回胡牌(替换原3008的胡
            var returnHByType = ProtobufUtility.DeserializeProtobuf <ReturnHByType>(body);
            GameInfo.returnHByType = returnHByType;
            Debug.Log(CreateHead.CSXYNUM + 5015 + "返回胡牌" + returnHByType.ToString());
            OutLog.log("15015:返回胡牌");
            break;

        case CreateHead.CSXYNUM + 7006:    //返回剩余牌堆数目
            var returnPaiCount = ProtobufUtility.DeserializeProtobuf <ReturnPaiCount>(body);
            GameInfo.returnPaiCount = returnPaiCount;
            Debug.Log(CreateHead.CSXYNUM + 7006 + "返回剩余牌堆数" + returnPaiCount.ToString());
            OutLog.log("17006:返回剩余牌堆数");
            break;

        case CreateHead.CSXYNUM + 5014:
            var returnDJS = ProtobufUtility.DeserializeProtobuf <ReturnDJS>(body);
            GameInfo.returnDJS = returnDJS;
            Debug.Log(CreateHead.CSXYNUM + 5014 + "大结算信息" + returnDJS.ToString());
            OutLog.log("15014:大结算信息");
            break;

        case CreateHead.CSXYNUM + 5018:
            var returnZR = ProtobufUtility.DeserializeProtobuf <ReturnZR>(body);
            GameInfo.returnZR = returnZR;
            Debug.Log(CreateHead.CSXYNUM + 5018 + "下发责任鸡消息" + returnZR.ToString());
            OutLog.log("15018:下发责任鸡消息");
            break;

        case CreateHead.CSXYNUM + 5020:
            var returnZhuang = ProtobufUtility.DeserializeProtobuf <ReturnZhuang>(body);
            GameInfo.returnZhuang = returnZhuang;
            Debug.Log(CreateHead.CSXYNUM + 5020 + "返回庄" + returnZhuang.ToString());
            OutLog.log("15020:返回庄");
            break;

        case CreateHead.CSXYNUM + 5021:
            var returnHType = ProtobufUtility.DeserializeProtobuf <ReturnHType>(body);
            GameInfo.returnHType = returnHType;
            Debug.Log(CreateHead.CSXYNUM + 5021 + "返回胡信息" + returnHType.ToString());
            OutLog.log("15021:返回胡信息");
            break;

        case CreateHead.CSXYNUM + 5022:
            var returnGang = ProtobufUtility.DeserializeProtobuf <ReturnGang>(body);
            GameInfo.returnGang = returnGang;
            Debug.Log(CreateHead.CSXYNUM + 5022 + "返回杠消息" + returnGang.ToString());
            OutLog.log("15022:返回杠消息");
            break;

        case CreateHead.CSXYNUM + 7090:
            var returnRoomAdd = ProtobufUtility.DeserializeProtobuf <ReturnRoomAdd>(body);
            GameInfo.returnRoomAdd = returnRoomAdd;
            Debug.Log(CreateHead.CSXYNUM + 7090 + "返回加入房间状态" + returnRoomAdd.ToString());
            OutLog.log("17090:返回加入房间状态");
            break;

        case CreateHead.CSXYNUM + 7091:
            var returnDis = ProtobufUtility.DeserializeProtobuf <ReturnDis>(body);
            GameInfo.returnDis = returnDis;
            Debug.Log(CreateHead.CSXYNUM + 7091 + "返回用户距离" + returnDis.ToString());
            OutLog.log(returnDis.FW + "与" + returnDis.FWT + "相距:" + returnDis.dis);
            Debug.Log(returnDis.FW + "与" + returnDis.FWT + "相距:" + returnDis.dis);
            break;

        case CreateHead.CSXYNUM + 7092:
            var returnIsJ = ProtobufUtility.DeserializeProtobuf <ReturnIsJ>(body);
            GameInfo.returnIsJ = returnIsJ;
            Debug.Log(CreateHead.CSXYNUM + 7092 + "返回是否有相近用户" + returnIsJ.ToString());
            OutLog.log("17092:返回是否有相近用户");
            break;

        case CreateHead.CSXYNUM + 7093:
            var returnIPSame = ProtobufUtility.DeserializeProtobuf <ReturnIPSame>(body);
            GameInfo.returnIPSame = returnIPSame;
            Debug.Log(CreateHead.CSXYNUM + 7093 + "返回是否有相同IP" + returnIPSame.ToString());
            OutLog.log("17093:返回是否有相同IP");
            break;

        case CreateHead.CSXYNUM + 8003:
            var returnVoice = ProtobufUtility.DeserializeProtobuf <ReturnVoice>(body);
            GameInfo.returnVoice = returnVoice;
            Debug.Log(CreateHead.CSXYNUM + 8003 + "返回语音信息" + returnVoice.ToString());
            OutLog.log("18003:返回语音信息");
            break;

        case CreateHead.CSXYNUM + 8004:
            var returnConnectionStatus = ProtobufUtility.DeserializeProtobuf <ReturnConnectionStatus>(body);
            GameInfo.returnConnectionStatus = returnConnectionStatus;
            Debug.Log(CreateHead.CSXYNUM + 8004 + "返回连接状态" + returnConnectionStatus.ToString());
            OutLog.log(CreateHead.CSXYNUM + 8004 + returnConnectionStatus.ToString());
            break;

        case CreateHead.CSXYNUM + +7095:
            var returnIsJ5Seconds = ProtobufUtility.DeserializeProtobuf <ReturnIsJ5Seconds>(body);
            GameInfo.returnIsJ5Seconds = returnIsJ5Seconds;
            Debug.Log(CreateHead.CSXYNUM + 7095 + "每五秒返回是否有相近用户" + returnIsJ5Seconds.ToString());
            OutLog.log(CreateHead.CSXYNUM + 7095 + returnIsJ5Seconds.ToString());
            break;

        case CreateHead.CSXYNUM + +7096:
            var returnIPSame5Seconds = ProtobufUtility.DeserializeProtobuf <ReturnIPSame5Seconds>(body);
            GameInfo.returnIPSame5Seconds = returnIPSame5Seconds;
            Debug.Log(CreateHead.CSXYNUM + 7096 + "每五秒返回是否y有相同IP" + returnIPSame5Seconds.ToString());
            OutLog.log(CreateHead.CSXYNUM + 7096 + returnIPSame5Seconds.ToString());
            break;

        case CreateHead.CSXYNUM + +7097:
            var returnCloseGPS = ProtobufUtility.DeserializeProtobuf <ReturnCloseGPS>(body);
            GameInfo.returnCloseGPS = returnCloseGPS;
            Debug.Log(CreateHead.CSXYNUM + 7097 + "返回是否开启GPS" + returnCloseGPS.ToString());
            OutLog.log(CreateHead.CSXYNUM + 7097 + returnCloseGPS.ToString());
            break;

        case CreateHead.CSXYNUM + +7098:
            var returnCloseGPS5Seconds = ProtobufUtility.DeserializeProtobuf <ReturnCloseGPS5Seconds>(body);
            GameInfo.returnCloseGPS5Seconds = returnCloseGPS5Seconds;
            Debug.Log(CreateHead.CSXYNUM + 7098 + "返回是否开启GPS" + returnCloseGPS5Seconds.ToString());
            OutLog.log(CreateHead.CSXYNUM + 7098 + returnCloseGPS5Seconds.ToString());
            break;

        case CreateHead.CSXYNUM + +2011:
            var returnManaged = ProtobufUtility.DeserializeProtobuf <ReturnManaged>(body);
            GameInfo.returnManaged = returnManaged;
            Debug.Log(CreateHead.CSXYNUM + 2011 + "返回十秒出牌" + returnManaged.ToString());
            OutLog.log(CreateHead.CSXYNUM + 2011 + returnManaged.ToString());
            break;

        case CreateHead.CSXYNUM + +5010:
            var returnDisbandedFailure = ProtobufUtility.DeserializeProtobuf <ReturnDisbandedFailure>(body);
            GameInfo.returnDisbandedFailure = returnDisbandedFailure;
            Debug.Log(CreateHead.CSXYNUM + 5010 + "解散失败后,返回状态" + returnDisbandedFailure.ToString());
            OutLog.log("15010:解散失败后,返回状态");
            break;
        }
    }
Пример #6
0
    private void ListNew(int news, byte[] body)
    {
        switch (news)
        {
        case 11002:    //服务器返回登录信息
            GameInfo.returnlogin = ProtobufUtility.DeserializeProtobuf <ReturnLogin>(body);
            Debug.Log("11002:" + GameInfo.returnlogin);
            OutLog.log("11002:登录");
            break;

        //case CreateHead.CSXYNUM + 1://心跳
        case 10001:    //心跳

            GameInfo.UserHearbeat = 0;
            break;

        case CreateHead.CSXYNUM + 1010:
            var returnServerIP = ProtobufUtility.DeserializeProtobuf <ReturnServerIP>(body);
            GameInfo.returnServerIP = returnServerIP;
            Debug.Log(CreateHead.CSXYNUM + 1010 + "服务器返回IP和端口" + returnServerIP.ip.ToString() + " ," + returnServerIP.port);
            OutLog.log("11010:服务器返回IP和端口");
            break;

        case CreateHead.CSXYNUM + 1012:
            var returnAddServer = ProtobufUtility.DeserializeProtobuf <ReturnAddServer>(body);
            GameInfo.returnAddServer = returnAddServer;
            Debug.Log(CreateHead.CSXYNUM + 1012 + "连接上服务器后,服务器返回状态" + returnAddServer.ToString());
            OutLog.log("11012:连接上服务器后,服务器返回状态");
            break;

        case CreateHead.CSXYNUM + 8001:
            var returnAnnouncement = ProtobufUtility.DeserializeProtobuf <ReturnAnnouncement>(body);
            GameInfo.returnAnnouncement = returnAnnouncement;
            Debug.Log(CreateHead.CSXYNUM + 8001 + "返回公告信息" + returnAnnouncement.ToString());
            OutLog.log("18001:返回公告信息");
            break;

        case CreateHead.CSXYNUM + +9002:
            var returnUserRecord = ProtobufUtility.DeserializeProtobuf <ReturnUserRecord>(body);
            GameInfo.returnUserRecord = returnUserRecord;
            Debug.Log(CreateHead.CSXYNUM + 9002 + "返回用户战绩列表" + returnUserRecord.ToString());
            OutLog.log("19002:返回用户战绩列表");
            break;

        case CreateHead.CSXYNUM + +9004:
            var returnGetUserGamePlayback = ProtobufUtility.DeserializeProtobuf <ReturnGetUserGamePlayback>(body);
            GameInfo.returnGetUserGamePlayback = returnGetUserGamePlayback;
            Debug.Log(CreateHead.CSXYNUM + 9004 + "根据牌桌信息ID返回多局牌集合" + returnGetUserGamePlayback.ToString());
            OutLog.log("19004:根据牌桌信息ID返回多局牌集合");
            break;

        case CreateHead.CSXYNUM + +1031:
            var returnGroupInfo = ProtobufUtility.DeserializeProtobuf <ReturnGroupInfo>(body);
            GameInfo.returnGroupInfo = returnGroupInfo;
            Debug.Log(CreateHead.CSXYNUM + 1031 + "返回朋友圈信息" + returnGroupInfo.ToString());
            OutLog.log("11031:返回朋友圈信息");
            break;

        case CreateHead.CSXYNUM + +1061:
            var returnGroupApplyInfo = ProtobufUtility.DeserializeProtobuf <ReturnGroupApplyInfo>(body);
            GameInfo.returnGroupApplyInfo = returnGroupApplyInfo;
            Debug.Log(CreateHead.CSXYNUM + 1061 + "返回申请记录" + returnGroupApplyInfo.ToString());
            OutLog.log("11061:返回申请记录");
            break;

        case CreateHead.CSXYNUM + +1051:
            var returnPlayerList = ProtobufUtility.DeserializeProtobuf <ReturnPlayerList>(body);
            GameInfo.returnPlayerList = returnPlayerList;
            Debug.Log(CreateHead.CSXYNUM + 1051 + "获取圈内玩家列表" + returnPlayerList.ToString());
            OutLog.log("11051:获取圈内玩家列表");
            break;

        case CreateHead.CSXYNUM + +1052:
            var returnRecordList = ProtobufUtility.DeserializeProtobuf <ReturnRecordList>(body);
            GameInfo.returnRecordList = returnRecordList;
            Debug.Log(CreateHead.CSXYNUM + 1052 + "圈内玩家最近开房记录" + returnRecordList.ToString());
            OutLog.log("11052:圈内玩家最近开房记录");
            break;

        case CreateHead.CSXYNUM + +1081:
            var returnLobbyInfo = ProtobufUtility.DeserializeProtobuf <ReturnLobbyInfo>(body);
            GameInfo.returnLobbyInfo = returnLobbyInfo;
            Debug.Log(CreateHead.CSXYNUM + 1081 + "返回大厅信息" + returnLobbyInfo.ToString());
            OutLog.log("11081:返回大厅信息");
            break;

        case CreateHead.CSXYNUM + +1021:
            var returnGameOperation = ProtobufUtility.DeserializeProtobuf <ReturnGameOperation>(body);
            GameInfo.returnGameOperation = returnGameOperation;
            Debug.Log(CreateHead.CSXYNUM + 1021 + "返回操作是否成功" + returnGameOperation.ToString());
            OutLog.log("11021:返回操作是否成功");
            break;

        case CreateHead.CSXYNUM + +1041:
            var returnApplyToJoin = ProtobufUtility.DeserializeProtobuf <ReturnApplyToJoin>(body);
            GameInfo.returnApplyToJoin = returnApplyToJoin;
            Debug.Log(CreateHead.CSXYNUM + 1021 + "返回申请结果" + returnApplyToJoin.ToString());
            OutLog.log("11021:返回申请结果");
            break;

        case CreateHead.CSXYNUM + +1091:
            var returnQuitGroup = ProtobufUtility.DeserializeProtobuf <ReturnQuitGroup>(body);
            GameInfo.returnQuitGroup = returnQuitGroup;
            Debug.Log(CreateHead.CSXYNUM + 1091 + "返回退出结果" + returnQuitGroup.ToString());
            OutLog.log("11091:返回退出结果");
            break;

        case CreateHead.CSXYNUM + +1023:
            var returnGetRoomCard = ProtobufUtility.DeserializeProtobuf <ReturnGetRoomCard>(body);
            GameInfo.returnGetRoomCard = returnGetRoomCard;
            Debug.Log(CreateHead.CSXYNUM + 1023 + "返回房卡信息" + returnGetRoomCard.ToString());
            OutLog.log("11023:返回房卡信息");
            break;

        case CreateHead.CSXYNUM + +1104:
            var returnMessgae = ProtobufUtility.DeserializeProtobuf <ReturnMessgae>(body);
            GameInfo.returnMessgae = returnMessgae;
            Debug.Log(CreateHead.CSXYNUM + 1104 + "返回消息" + returnMessgae.ToString());
            OutLog.log("11104:返回消息");
            break;

        case CreateHead.CSXYNUM + +1033:
            var returnGroupInfoByGroupID = ProtobufUtility.DeserializeProtobuf <ReturnGroupInfoByGroupID>(body);
            GameInfo.returnGroupInfoByGroupID = returnGroupInfoByGroupID;
            Debug.Log(CreateHead.CSXYNUM + 1033 + "根据圈子ID返回朋友圈信息" + returnGroupInfoByGroupID.ToString());
            OutLog.log("11033:根据圈子ID返回朋友圈信息");
            break;

        case CreateHead.CSXYNUM + +1035:
            var returnGroupUserInfoByGroupID = ProtobufUtility.DeserializeProtobuf <ReturnGroupUserInfoByGroupID>(body);
            GameInfo.returnGroupUserInfoByGroupID = returnGroupUserInfoByGroupID;
            Debug.Log(CreateHead.CSXYNUM + 1035 + "根据圈子ID返回朋友圈用户信息" + returnGroupUserInfoByGroupID.ToString());
            OutLog.log("11035:根据圈子ID返回朋友圈用户信息");
            break;

        case CreateHead.CSXYNUM + +1111:
            var returnMessgaeList = ProtobufUtility.DeserializeProtobuf <ReturnMessgaeList>(body);
            GameInfo.returnMessgaeList = returnMessgaeList;
            Debug.Log(CreateHead.CSXYNUM + 1111 + "服务器返回消息集合" + returnMessgaeList.ToString());
            OutLog.log("11111: 服务器返回消息集合 ");
            break;
        }
    }
Пример #7
0
    public void MethodsByNew(int news, byte[] body)
    {
        Debug.Log("newsNumber" + news.ToString());
        GameInfo.UserHearbeat = 0;
        switch (news)
        {
        case 11002:    //服务器返回登录信息
            //GameInfo.returnlogin = ReturnLogin.ParseFrom(body);
            GameInfo.returnlogin = ProtobufUtility.DeserializeProtobuf <ReturnLogin>(body);
            // Debug.Log("11002:" + GameInfo.returnlogin.Loginstat);
            OutLog.log("11002:登录");
            break;

        case 12002:    //服务器返回房间信息
            //GameInfo.returnCreatRoom = ReturnCreateRoom.ParseFrom(body);
            GameInfo.returnCreatRoom = ProtobufUtility.DeserializeProtobuf <ReturnCreateRoom>(body);
            Debug.Log("12002:" + "返回房间信息" + GameInfo.returnCreatRoom.ToString());
            //OutLog.log("12002:" + GameInfo.returnCreatRoom.ToString());
            break;

        case 12004:    //服务器返回加入信息
                       // GameInfo.returnAddRoom = ReturnAddRoom.ParseFrom(body);
            GameInfo.returnAddRoom = ProtobufUtility.DeserializeProtobuf <ReturnAddRoom>(body);
            Debug.Log("12004:" + GameInfo.returnAddRoom.ToString());
            OutLog.log("12004:服务器返回加入信息");
            break;

        case 12005:    //服务器主动推送加入玩家信息
            //var returnUserInfo = ReturnUserInfo.ParseFrom(body);
            var returnUserInfo = ProtobufUtility.DeserializeProtobuf <ReturnUserInfo>(body);
            GameInfo.returnUserInfo = returnUserInfo;
            Debug.Log("12005:" + "服务端主动推送加入玩家信息" + returnUserInfo.ToString());
            OutLog.log("12005:服务端主动推送加入玩家信息");
            break;

        case 12006:    //服务器返回主动推送游戏开始信息
                       // var returnStartGame = ReturnStartGame.ParseFrom(body);
            var returnStartGame = ProtobufUtility.DeserializeProtobuf <ReturnStartGame>(body);
            GameInfo.returnStartGame = returnStartGame;
            Debug.Log("12006:" + "服务端推送游戏开始信息" + returnStartGame.ToString());
            OutLog.log("12006:服务端推送游戏开始信息");
            break;

        case 12008:    //服务器返回开始游戏
            //var returnStart = ReturnStart.ParseFrom(body);
            var returnStart = ProtobufUtility.DeserializeProtobuf <ReturnStart>(body);
            GameInfo.returnStart = returnStart;
            Debug.Log("12008:" + "开始游戏" + returnStart.ToString());
            OutLog.log("12008:开始游戏");
            break;

        case 12010:    //服务器返回开始游戏
            //var returnTTorTH = ReturnTTATH.ParseFrom(body);
            var returnTTorTH = ProtobufUtility.DeserializeProtobuf <ReturnTTATH>(body);
            GameInfo.returnTTOrTH = returnTTorTH;
            Debug.Log("12010:" + "返回打出叫牌的集合" + returnTTorTH.ToString());
            OutLog.log("12010:返回打出叫牌的集合");
            break;

        case 13009:    //返回出牌信息,出牌方,出牌的花色
            //var returnMsg = ReturnMsg.ParseFrom(body);
            var returnMsg = ProtobufUtility.DeserializeProtobuf <ReturnMsg>(body);
            GameInfo.returnMsg = returnMsg;
            Debug.Log("13009:" + "下发打出牌的消息" + returnMsg.ToString());
            OutLog.log("13009:下发打出牌的消息");
            break;

        case 13008:    //返回碰杠胡摸 四个信息和 方位
                       //var returnAll = ReturnAll.ParseFrom(body);
            var returnAll = ProtobufUtility.DeserializeProtobuf <ReturnAll>(body);
            GameInfo.returnAll = returnAll;
            Debug.Log("13008:" + "下发碰杠胡消息" + returnAll.ToString());
            OutLog.log("13008:下发碰杠胡消息");
            break;

        case CreateHead.CSXYNUM + 3003:    //返回摸牌
            //var returnMP = ReturnMP.ParseFrom(body);
            var returnMP = ProtobufUtility.DeserializeProtobuf <ReturnMP>(body);
            GameInfo.returnMP = returnMP;
            Debug.Log(CreateHead.CSXYNUM + 3003 + "返回摸牌 " + returnMP.ToString());
            OutLog.log("13003:返回摸牌");
            break;

        case CreateHead.CSXYNUM + 4002:    //返回下发碰杠胡消息
            //var returnPeng = ReturnPeng.ParseFrom(body);
            var returnPeng = ProtobufUtility.DeserializeProtobuf <ReturnPeng>(body);
            GameInfo.returnPeng = returnPeng;
            Debug.Log(CreateHead.CSXYNUM + 4002 + "下发碰杠胡后消息" + returnPeng.ToString());
            OutLog.log("14002:下发碰杠胡后消息");
            break;

        case CreateHead.CSXYNUM + 5002:    //返回听牌方位
            //var returnBTMsg = ReturnBTMsg.ParseFrom(body);
            var returnBTMsg = ProtobufUtility.DeserializeProtobuf <ReturnBTMsg>(body);
            GameInfo.returnBTMSG = returnBTMsg;
            Debug.Log(CreateHead.CSXYNUM + 5002 + "返回听牌方位" + returnBTMsg.ToString());
            OutLog.log("15002:返回听牌方位");
            break;

        case CreateHead.CSXYNUM + 5013:    //返回听牌方位
            //var returnTT = ReturnTT.ParseFrom(body);
            var returnTT = ProtobufUtility.DeserializeProtobuf <ReturnTT>(body);
            GameInfo.returnTT = returnTT;
            Debug.Log(CreateHead.CSXYNUM + 5013 + "返回天听方位(所有人)" + returnTT.ToString());
            OutLog.log("15013:返回天听方位(所有人)");
            break;

        case CreateHead.CSXYNUM + 6001:    //返回是否、
            //var returnRecon = ReturnRecon.ParseFrom(body);
            var returnRecon = ProtobufUtility.DeserializeProtobuf <ReturnRecon>(body);
            GameInfo.returnRecon = returnRecon;
            Debug.Log(CreateHead.CSXYNUM + 6001 + "判断是否断线重连" + returnRecon.ToString());
            OutLog.log("16001:判断是否断线重连");
            break;

        case CreateHead.CSXYNUM + 7001:    //返回断线前消息
            //var returnConnData = ReturnConnData.ParseFrom(body);
            var returnConnData = ProtobufUtility.DeserializeProtobuf <ReturnConnData>(body);
            GameInfo.returnConnData = returnConnData;
            Debug.Log(CreateHead.CSXYNUM + 7001 + "返回断线前信息" + returnConnData.ToString());
            OutLog.log("17001:返回断线前信息");
            break;

        case CreateHead.CSXYNUM + 7002:    //返回重新发牌信息
            //var returnMsgList = ReturnMsgList.ParseFrom(body);
            var returnMsgList = ProtobufUtility.DeserializeProtobuf <ReturnMsgList>(body);
            GameInfo.returnMsgList = returnMsgList;
            //  Debug.Log(CreateHead.CSXYNUM + 7002 + "返回重发信息" + returnMsgList.ToString());
            OutLog.log("17002:返回重发信息");
            break;

        case CreateHead.CSXYNUM + 7004:    //返回活跃用户
            if (GameInfo.returnHyUser == null)
            {
                //var returnHyUser = ReturnHyUser.ParseFrom(body);
                var returnHyUser = ProtobufUtility.DeserializeProtobuf <ReturnHyUser>(body);
                GameInfo.returnHyUser = returnHyUser;
                Debug.Log(CreateHead.CSXYNUM + 7004 + "返回活跃用户" + returnHyUser.ToString());
                OutLog.log("17004:返回活跃用户");
                break;
            }

            break;

        case CreateHead.CSXYNUM + 7005:    //返回翻鸡牌
            //var returnFJ = ReturnFJ.ParseFrom(body);
            var returnFJ = ProtobufUtility.DeserializeProtobuf <ReturnFJ>(body);
            GameInfo.returnFJ = returnFJ;
            Debug.Log(CreateHead.CSXYNUM + 7005 + "返回翻鸡牌" + returnFJ.ToString());
            OutLog.log("17005:返回翻鸡牌");
            break;

        case CreateHead.CSXYNUM + 2009:    //返回打出叫牌的集合
            //var returnTP = ReturnTP.ParseFrom(body);
            var returnTP = ProtobufUtility.DeserializeProtobuf <ReturnTP>(body);
            GameInfo.returnTP = returnTP;
            Debug.Log(CreateHead.CSXYNUM + 2009 + "返回打出叫牌的集合" + returnTP.ToString());
            OutLog.log("12009:返回打出叫牌的集合");
            break;

        case CreateHead.CSXYNUM + 7009:    //返回结算信息(全体)
            //var returnJS = ReturnJS.ParseFrom(body);
            var returnJS = ProtobufUtility.DeserializeProtobuf <ReturnJS>(body);
            GameInfo.returnJS = returnJS;
            //  Debug.Log(CreateHead.CSXYNUM + 7009 + "返回结算信息(全体)" + returnJS.ToString());
            OutLog.log("17009:返回结算信息(全体)");
            break;

        case CreateHead.CSXYNUM + 5004:    //返回请求解散房间信息(所有人接收,客户端自主判断是否显示)
            //var returnJSMsg = ReturnJSMsg.ParseFrom(body);
            var returnJSMsg = ProtobufUtility.DeserializeProtobuf <ReturnJSMsg>(body);
            GameInfo.returnJSMsg = returnJSMsg;
            //  Debug.Log(CreateHead.CSXYNUM + 5004 + "返回请求解散房间信息" + returnJSMsg.ToString());
            OutLog.log("15004:返回请求解散房间信息");
            break;

        case CreateHead.CSXYNUM + 5006:    //返回单个用户同意解散房间信息
            //var returnJSByOnew = ReturnJSByOnew.ParseFrom(body);
            var returnJSByOnew = ProtobufUtility.DeserializeProtobuf <ReturnJSByOnew>(body);
            GameInfo.returnJSByOnew = returnJSByOnew;
            Debug.Log(CreateHead.CSXYNUM + 5006 + "返回单个用户同意信息" + returnJSByOnew.ToString());
            OutLog.log("15006:返回单个用户同意信息");
            break;

        case CreateHead.CSXYNUM + 5007:    //返回集体消息是否解散房间
            //var returnALLIdea = ReturnAllIdea.ParseFrom(body);
            var returnALLIdea = ProtobufUtility.DeserializeProtobuf <ReturnAllIdea>(body);
            GameInfo.returnALLIdea = returnALLIdea;
            Debug.Log(CreateHead.CSXYNUM + 5007 + "返回集体消息是否解散房间" + returnALLIdea.ToString());
            OutLog.log("15007:返回集体消息是否解散房间");
            break;

        case CreateHead.CSXYNUM + 5009:    //服务端返回退出玩家
            //var returnRemoveUser = ReturnRemoveUser.ParseFrom(body);
            var returnRemoveUser = ProtobufUtility.DeserializeProtobuf <ReturnRemoveUser>(body);
            GameInfo.returnRemoveUser = returnRemoveUser;
            Debug.Log(CreateHead.CSXYNUM + 5009 + "服务端返回退出玩家" + returnRemoveUser.ToString());
            OutLog.log("15009:服务端返回退出玩家");
            break;

        case CreateHead.CSXYNUM + 7003:    //返回房间信息
            //var returnRoomMsg = ReturnRoomMsg.ParseFrom(body);
            var returnRoomMsg = ProtobufUtility.DeserializeProtobuf <ReturnRoomMsg>(body);
            GameInfo.returnRoomMsg = returnRoomMsg;
            Debug.Log(CreateHead.CSXYNUM + 7003 + "返回房间信息" + returnRoomMsg.ToString());
            OutLog.log("17003:返回房间信息");
            break;

        case CreateHead.CSXYNUM + 7008:    //玩家手牌集合
            //var returnUserSPai = ReturnUserSPai.ParseFrom(body);
            var returnUserSPai = ProtobufUtility.DeserializeProtobuf <ReturnUserSPai>(body);
            GameInfo.returnUserSPai = returnUserSPai;
            Debug.Log(CreateHead.CSXYNUM + 7008 + "玩家手牌集合" + returnUserSPai.ToString());
            OutLog.log("17008:玩家手牌集合");
            break;

        case CreateHead.CSXYNUM + 5012:    //服务器下发定缺信息
            //var returnAYM = ReturnAYM.ParseFrom(body);
            var returnAYM = ProtobufUtility.DeserializeProtobuf <ReturnAYM>(body);
            GameInfo.returnAYM = returnAYM;
            Debug.Log(CreateHead.CSXYNUM + 5012 + "返回缺牌信息" + returnAYM.ToString());
            OutLog.log("15012:返回缺牌信息");
            break;

        case CreateHead.CSXYNUM + 5015:    //返回胡牌(替换原3008的胡
            //var returnHByType = ReturnHByType.ParseFrom(body);
            var returnHByType = ProtobufUtility.DeserializeProtobuf <ReturnHByType>(body);
            GameInfo.returnHByType = returnHByType;
            Debug.Log(CreateHead.CSXYNUM + 5015 + "返回胡牌" + returnHByType.ToString());
            OutLog.log("15015:返回胡牌");
            break;

        case CreateHead.CSXYNUM + 7006:    //返回剩余牌堆数目
            //var returnPaiCount = ReturnPaiCount.ParseFrom(body);
            var returnPaiCount = ProtobufUtility.DeserializeProtobuf <ReturnPaiCount>(body);
            GameInfo.returnPaiCount = returnPaiCount;
            Debug.Log(CreateHead.CSXYNUM + 7006 + "返回剩余牌堆数" + returnPaiCount.ToString());
            OutLog.log("17006:返回剩余牌堆数");
            break;

        case CreateHead.CSXYNUM + 1:    //心跳
            GameInfo.UserHearbeat = 0;
            break;

        case CreateHead.CSXYNUM + 5014:
            //var returnDJS = ReturnDJS.ParseFrom(body);
            var returnDJS = ProtobufUtility.DeserializeProtobuf <ReturnDJS>(body);
            GameInfo.returnDJS = returnDJS;
            Debug.Log(CreateHead.CSXYNUM + 5014 + "大结算信息" + returnDJS.ToString());
            OutLog.log("15014:大结算信息");
            break;

        case CreateHead.CSXYNUM + 5018:
            //var returnZR = ReturnZR.ParseFrom(body);
            var returnZR = ProtobufUtility.DeserializeProtobuf <ReturnZR>(body);
            GameInfo.returnZR = returnZR;
            Debug.Log(CreateHead.CSXYNUM + 5018 + "下发责任鸡消息" + returnZR.ToString());
            OutLog.log("15018:下发责任鸡消息");
            break;

        case CreateHead.CSXYNUM + 5020:
            //var returnZhuang = ReturnZhuang.ParseFrom(body);
            var returnZhuang = ProtobufUtility.DeserializeProtobuf <ReturnZhuang>(body);
            GameInfo.returnZhuang = returnZhuang;
            Debug.Log(CreateHead.CSXYNUM + 5020 + "返回庄" + returnZhuang.ToString());
            OutLog.log("15020:返回庄");
            break;

        case CreateHead.CSXYNUM + 5021:
            //var returnHType = ReturnHType.ParseFrom(body);
            var returnHType = ProtobufUtility.DeserializeProtobuf <ReturnHType>(body);
            GameInfo.returnHType = returnHType;
            Debug.Log(CreateHead.CSXYNUM + 5021 + "返回胡信息" + returnHType.ToString());
            OutLog.log("15021:返回胡信息");
            break;

        case CreateHead.CSXYNUM + 5022:
            //var returnGang = ReturnGang.ParseFrom(body);
            var returnGang = ProtobufUtility.DeserializeProtobuf <ReturnGang>(body);
            GameInfo.returnGang = returnGang;
            Debug.Log(CreateHead.CSXYNUM + 5022 + "返回杠消息" + returnGang.ToString());
            OutLog.log("15022:返回杠消息");
            break;

        case CreateHead.CSXYNUM + 7090:
            //var returnRoomAdd = ReturnRoomAdd.ParseFrom(body);
            var returnRoomAdd = ProtobufUtility.DeserializeProtobuf <ReturnRoomAdd>(body);
            GameInfo.returnRoomAdd = returnRoomAdd;
            Debug.Log(CreateHead.CSXYNUM + 7090 + "返回加入房间状态" + returnRoomAdd.ToString());
            OutLog.log("17090:返回加入房间状态");
            break;

        case CreateHead.CSXYNUM + 7091:
            //var returnDis = ReturnDis.ParseFrom(body);
            var returnDis = ProtobufUtility.DeserializeProtobuf <ReturnDis>(body);
            GameInfo.returnDis = returnDis;
            Debug.Log(CreateHead.CSXYNUM + 7091 + "返回用户距离" + returnDis.ToString());
            OutLog.log(returnDis.FW + "与" + returnDis.FWT + "相距:" + returnDis.dis);
            Debug.Log(returnDis.FW + "与" + returnDis.FWT + "相距:" + returnDis.dis);
            break;

        case CreateHead.CSXYNUM + 7092:
            //var returnIsJ = ReturnIsJ.ParseFrom(body);
            var returnIsJ = ProtobufUtility.DeserializeProtobuf <ReturnIsJ>(body);
            GameInfo.returnIsJ = returnIsJ;
            Debug.Log(CreateHead.CSXYNUM + 7092 + "返回是否有相近用户" + returnIsJ.ToString());
            OutLog.log("17092:返回是否有相近用户");
            break;

        case CreateHead.CSXYNUM + 7093:
            //var returnIPSame = ReturnIPSame.ParseFrom(body);
            var returnIPSame = ProtobufUtility.DeserializeProtobuf <ReturnIPSame>(body);
            GameInfo.returnIPSame = returnIPSame;
            Debug.Log(CreateHead.CSXYNUM + 7093 + "返回是否有相同IP" + returnIPSame.ToString());
            OutLog.log("17093:返回是否有相同IP");
            break;

        case CreateHead.CSXYNUM + 1010:
            //var returnServerIP = ReturnServerIP.ParseFrom(body);
            var returnServerIP = ProtobufUtility.DeserializeProtobuf <ReturnServerIP>(body);
            GameInfo.returnServerIP = returnServerIP;
            Debug.Log(CreateHead.CSXYNUM + 1010 + "服务器返回IP和端口" + returnServerIP.ToString());
            OutLog.log("11010:服务器返回IP和端口");
            break;

        case CreateHead.CSXYNUM + 1012:
            //var returnAddServer = ReturnAddServer.ParseFrom(body);
            var returnAddServer = ProtobufUtility.DeserializeProtobuf <ReturnAddServer>(body);
            GameInfo.returnAddServer = returnAddServer;
            Debug.Log(CreateHead.CSXYNUM + 1012 + "连接上服务器后,服务器返回状态" + returnAddServer.ToString());
            OutLog.log("11012:连接上服务器后,服务器返回状态");
            break;

        case CreateHead.CSXYNUM + 8001:
            //var returnAnnouncement = ReturnAnnouncement.ParseFrom(body);
            var returnAnnouncement = ProtobufUtility.DeserializeProtobuf <ReturnAnnouncement>(body);
            GameInfo.returnAnnouncement = returnAnnouncement;
            Debug.Log(CreateHead.CSXYNUM + 8001 + "返回公告信息" + returnAnnouncement.ToString());
            OutLog.log("18001:返回公告信息");
            break;

        case CreateHead.CSXYNUM + 8003:
            //var returnVoice = ReturnVoice.ParseFrom(body);
            var returnVoice = ProtobufUtility.DeserializeProtobuf <ReturnVoice>(body);
            GameInfo.returnVoice = returnVoice;
            Debug.Log(CreateHead.CSXYNUM + 8003 + "返回语音信息" + returnVoice.ToString());
            OutLog.log("18003:返回语音信息");
            break;

        case CreateHead.CSXYNUM + 8004:
            //var returnConnectionStatus = ReturnConnectionStatus.ParseFrom(body);
            var returnConnectionStatus = ProtobufUtility.DeserializeProtobuf <ReturnConnectionStatus>(body);
            GameInfo.returnConnectionStatus = returnConnectionStatus;
            Debug.Log(CreateHead.CSXYNUM + 8004 + "返回连接状态" + returnConnectionStatus.ToString());
            //OutLog.log(CreateHead.CSXYNUM + 8004 + returnConnectionStatus.ToString() );
            break;

        case CreateHead.CSXYNUM + +9002:
            //var returnUserRecord = ReturnUserRecord.ParseFrom(body);
            var returnUserRecord = ProtobufUtility.DeserializeProtobuf <ReturnUserRecord>(body);
            GameInfo.returnUserRecord = returnUserRecord;
            Debug.Log(CreateHead.CSXYNUM + 9002 + "返回用户战绩列表" + returnUserRecord.ToString());
            OutLog.log("19002:返回用户战绩列表");
            break;

        case CreateHead.CSXYNUM + +9004:
            //var returnGetUserGamePlayback = ReturnGetUserGamePlayback.ParseFrom(body);
            var returnGetUserGamePlayback = ProtobufUtility.DeserializeProtobuf <ReturnGetUserGamePlayback>(body);
            GameInfo.returnGetUserGamePlayback = returnGetUserGamePlayback;
            Debug.Log(CreateHead.CSXYNUM + 9004 + "根据牌桌信息ID返回多局牌集合" + returnGetUserGamePlayback.ToString());
            OutLog.log("19004:根据牌桌信息ID返回多局牌集合");
            break;

        case CreateHead.CSXYNUM + +7095:
            //var returnIsJ5Seconds = ReturnIsJ5Seconds.ParseFrom(body);
            var returnIsJ5Seconds = ProtobufUtility.DeserializeProtobuf <ReturnIsJ5Seconds>(body);
            GameInfo.returnIsJ5Seconds = returnIsJ5Seconds;
            Debug.Log(CreateHead.CSXYNUM + 7095 + "每五秒返回是否有相近用户" + returnIsJ5Seconds.ToString());
            //OutLog.log(CreateHead.CSXYNUM + 7095 + returnIsJ5Seconds.ToString() );
            break;

        case CreateHead.CSXYNUM + +7096:
            //var returnIPSame5Seconds = ReturnIPSame5Seconds.ParseFrom(body);
            var returnIPSame5Seconds = ProtobufUtility.DeserializeProtobuf <ReturnIPSame5Seconds>(body);
            GameInfo.returnIPSame5Seconds = returnIPSame5Seconds;
            Debug.Log(CreateHead.CSXYNUM + 7096 + "每五秒返回是否y有相同IP" + returnIPSame5Seconds.ToString());
            //OutLog.log(CreateHead.CSXYNUM + 7096 + returnIPSame5Seconds.ToString() );
            break;

        case CreateHead.CSXYNUM + +7097:
            //var returnCloseGPS = ReturnCloseGPS.ParseFrom(body);
            var returnCloseGPS = ProtobufUtility.DeserializeProtobuf <ReturnCloseGPS>(body);
            GameInfo.returnCloseGPS = returnCloseGPS;
            Debug.Log(CreateHead.CSXYNUM + 7097 + "返回是否开启GPS" + returnCloseGPS.ToString());
            //OutLog.log(CreateHead.CSXYNUM + 7097 + returnCloseGPS.ToString() );
            break;

        case CreateHead.CSXYNUM + +7098:
            var returnCloseGPS5Seconds = ProtobufUtility.DeserializeProtobuf <ReturnCloseGPS5Seconds>(body);
            GameInfo.returnCloseGPS5Seconds = returnCloseGPS5Seconds;
            Debug.Log(CreateHead.CSXYNUM + 7098 + "返回是否开启GPS" + returnCloseGPS5Seconds.ToString());
            //OutLog.log(CreateHead.CSXYNUM + 7098 + returnCloseGPS5Seconds.ToString() );
            break;

        case CreateHead.CSXYNUM + +2011:
            //var returnManaged = ReturnManaged.ParseFrom(body);
            var returnManaged = ProtobufUtility.DeserializeProtobuf <ReturnManaged>(body);
            GameInfo.returnManaged = returnManaged;
            Debug.Log(CreateHead.CSXYNUM + 2011 + "返回十秒出牌" + returnManaged.ToString());
            //OutLog.log(CreateHead.CSXYNUM + 2011 + returnManaged.ToString() );
            break;

        case CreateHead.CSXYNUM + +5010:
            //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body);
            var returnDisbandedFailure = ProtobufUtility.DeserializeProtobuf <ReturnDisbandedFailure>(body);
            GameInfo.returnDisbandedFailure = returnDisbandedFailure;
            Debug.Log(CreateHead.CSXYNUM + 5010 + "解散失败后,返回状态" + returnDisbandedFailure.ToString());
            OutLog.log("15010:解散失败后,返回状态");
            break;

        case CreateHead.CSXYNUM + +1031:
            //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body);
            var returnGroupInfo = ProtobufUtility.DeserializeProtobuf <ReturnGroupInfo>(body);
            GameInfo.returnGroupInfo = returnGroupInfo;
            Debug.Log(CreateHead.CSXYNUM + 1031 + "返回朋友圈信息" + returnGroupInfo.ToString());
            OutLog.log("11031:返回朋友圈信息");
            break;

        case CreateHead.CSXYNUM + +1061:
            //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body);
            var returnGroupApplyInfo = ProtobufUtility.DeserializeProtobuf <ReturnGroupApplyInfo>(body);
            GameInfo.returnGroupApplyInfo = returnGroupApplyInfo;
            Debug.Log(CreateHead.CSXYNUM + 1061 + "返回申请记录" + returnGroupApplyInfo.ToString());
            OutLog.log("11061:返回申请记录");
            break;

        case CreateHead.CSXYNUM + +1051:
            //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body);
            var returnPlayerList = ProtobufUtility.DeserializeProtobuf <ReturnPlayerList>(body);
            GameInfo.returnPlayerList = returnPlayerList;
            Debug.Log(CreateHead.CSXYNUM + 1051 + "获取圈内玩家列表" + returnPlayerList.ToString());
            OutLog.log("11051:获取圈内玩家列表");
            break;

        case CreateHead.CSXYNUM + +1052:
            //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body);
            var returnRecordList = ProtobufUtility.DeserializeProtobuf <ReturnRecordList>(body);
            GameInfo.returnRecordList = returnRecordList;
            Debug.Log(CreateHead.CSXYNUM + 1052 + "圈内玩家最近开房记录" + returnRecordList.ToString());
            OutLog.log("11052:圈内玩家最近开房记录");
            break;

        case CreateHead.CSXYNUM + +1081:
            //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body);
            var returnLobbyInfo = ProtobufUtility.DeserializeProtobuf <ReturnLobbyInfo>(body);
            GameInfo.returnLobbyInfo = returnLobbyInfo;
            Debug.Log(CreateHead.CSXYNUM + 1081 + "返回大厅信息" + returnLobbyInfo.ToString());
            OutLog.log("11081:返回大厅信息");
            break;

        case CreateHead.CSXYNUM + +1021:
            //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body);
            var returnGameOperation = ProtobufUtility.DeserializeProtobuf <ReturnGameOperation>(body);
            GameInfo.returnGameOperation = returnGameOperation;
            Debug.Log(CreateHead.CSXYNUM + 1021 + "返回操作是否成功" + returnGameOperation.ToString());
            OutLog.log("11021:返回操作是否成功");
            break;

        case CreateHead.CSXYNUM + +1041:
            //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body);
            var returnApplyToJoin = ProtobufUtility.DeserializeProtobuf <ReturnApplyToJoin>(body);
            GameInfo.returnApplyToJoin = returnApplyToJoin;
            Debug.Log(CreateHead.CSXYNUM + 1021 + "返回申请结果" + returnApplyToJoin.ToString());
            OutLog.log("11021:返回申请结果");
            break;

        case CreateHead.CSXYNUM + +1091:
            //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body);
            var returnQuitGroup = ProtobufUtility.DeserializeProtobuf <ReturnQuitGroup>(body);
            GameInfo.returnQuitGroup = returnQuitGroup;
            Debug.Log(CreateHead.CSXYNUM + 1091 + "返回退出结果" + returnQuitGroup.ToString());
            OutLog.log("11091:返回退出结果");
            break;

        case CreateHead.CSXYNUM + +1023:
            //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body);
            var returnGetRoomCard = ProtobufUtility.DeserializeProtobuf <ReturnGetRoomCard>(body);
            GameInfo.returnGetRoomCard = returnGetRoomCard;
            Debug.Log(CreateHead.CSXYNUM + 1023 + "返回房卡信息" + returnGetRoomCard.ToString());
            OutLog.log("11023:返回房卡信息");
            break;

        case CreateHead.CSXYNUM + +1104:
            //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body);
            var returnMessgae = ProtobufUtility.DeserializeProtobuf <ReturnMessgae>(body);
            GameInfo.returnMessgae = returnMessgae;
            Debug.Log(CreateHead.CSXYNUM + 1104 + "返回消息" + returnMessgae.ToString());
            OutLog.log("11104:返回消息");
            break;
        }
    }
Пример #8
0
    public IEnumerator OperationPlayback(IList <GameOperationInfo> gameOperationInfo, byte[] bytes)
    {
        GameInfo.speed = 1f;
        isPause        = false;
        isReverse      = false;
        isSpeed        = false;
        isEnd          = false;

        playback_Btns.SetActive(true);



        var data = bytes;

        GameInfo.cunJS = ProtobufUtility.DeserializeProtobuf <ReturnJS>(data);
        startGame.jiesuanPanel.transform.Find("littlesettlement").gameObject.SetActive(false);
        startGame.jiesuanPanel.transform.Find("finalsettlement").gameObject.SetActive(true);
        startGame.isShowFanji = false;



        yield return(new WaitForSeconds(2));

        startGame.managerGame.juNum.text = "回放";
        startGame.managerGame.juNum.gameObject.SetActive(true);
        for (int i = 0; i < gameOperationInfo.Count; i++)
        {
            OnOperation(gameOperationInfo[i].OperationFW, ref i);
            Debug.Log(gameOperationInfo[i].OperationType);
            if (isPause)
            {
                yield return(0); continue;
            }
            startGame.SeZiQi(gameOperationInfo[i].OperationFW);
            switch (gameOperationInfo[i].OperationType)
            {
            case 0:
                FaPai(gameOperationInfo[i].OperationFW, gameOperationInfo[i].MJ);
                break;

            case 1:
                MoPai(gameOperationInfo[i].OperationFW, gameOperationInfo[i].MJ);
                break;

            case 2:
                ChuPai(gameOperationInfo[i].OperationFW, gameOperationInfo[i].MJType, gameOperationInfo[i].MJ);
                break;

            case 3:
                PengPai(gameOperationInfo[i].OperationFW, gameOperationInfo[i].PengFW, gameOperationInfo[i].MJ);
                break;

            case 4:
                GangPai(gameOperationInfo[i].OperationFW, gameOperationInfo[i].PengFW, gameOperationInfo[i].TingHuType, gameOperationInfo[i].MJ);
                break;

            case 5:
                Hu(gameOperationInfo[i].OperationFW, gameOperationInfo[i].PaoFW, gameOperationInfo[i].DXInfo);
                break;

            case 6:
                Ting(gameOperationInfo[i].OperationFW, gameOperationInfo[i].TingHuType);
                break;

            case 7:
                Guo();
                break;

            case 8:
                QueYiMen(gameOperationInfo[i].OperationFW, gameOperationInfo[i].QYM);
                break;

            case 9:
                startGame.isShowFanji = true;
                startGame.fanjipaihs  = gameOperationInfo[i].MJ[0].PaiHS;
                break;
            }
            if (GameInfo.speed != 0)
            {
                yield return(new WaitForSeconds(GameInfo.speed));
            }
        }
        yield return(new WaitForSeconds(3));

        startGame.ShowJieSuanPanel();
    }