Пример #1
0
    public void OnGameNotifyPlayerGameReadyTime(byte[] pBuf)
    {
        GameProto.GameNotifyPlayerGameReadyTime oRet = GameProto.GameNotifyPlayerGameReadyTime.Parser.ParseFrom(pBuf);
        if (oRet == null)
        {
            SampleDebuger.LogYellow("GameNotifyPlayerGameReadyTime error parse");
            return;
        }
        SampleDebuger.Log("game ready time left : " + oRet.DwLeftTime.ToString());

        ReadyTime.SetReadyTime(oRet.DwLeftTime);
    }
Пример #2
0
    public void OnGameNotifyPlayerGameState(byte[] pBuf)
    {
        GameProto.GameNotifyPlayerGameState oRet = GameProto.GameNotifyPlayerGameState.Parser.ParseFrom(pBuf);
        if (oRet == null)
        {
            SampleDebuger.LogYellow("OnGameNotifyPlayerGameState error parse");
            return;
        }
        SampleDebuger.LogBlue("game state : " + oRet.State.ToString());

        GameData.Instance().SetGameSceneState(oRet.State);

        if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name != SysUtil.GetScesneNameBySceneState(oRet.State))
        {
            AssetBundleLoader.Instance().LoadLevelAsset(SysUtil.GetScesneNameBySceneState(oRet.State), delegate()
            {
                SampleDebuger.LogBlue("game state load level : " + SysUtil.GetScesneNameBySceneState(oRet.State));
            }
                                                        );
        }

        switch (oRet.State)
        {
        case GameProto.EGameSceneState.EssNone:
            break;

        case GameProto.EGameSceneState.EssPrepare:
        case GameProto.EGameSceneState.EssGameReady:
        {
        }
        break;

        case GameProto.EGameSceneState.EssGaming:
        {
            ReadyTime.SetGameBegin();
        }
        break;

        case GameProto.EGameSceneState.EssTransact:
        {
        }
        break;

        default:
        {
            SampleDebuger.LogError("error game state : " + ((uint)(oRet.State)).ToString());
        }
        break;
        }

        TetrisData.SetGameSceneState(oRet.State);
    }
Пример #3
0
        public override int GetHashCode()
        {
            int hash = 1;

            hash ^= playerList_.GetHashCode();
            if (RoundOrder != 0)
            {
                hash ^= RoundOrder.GetHashCode();
            }
            hash ^= chessSetting_.GetHashCode();
            if (RoomId.Length != 0)
            {
                hash ^= RoomId.GetHashCode();
            }
            if (ReadyTime != 0)
            {
                hash ^= ReadyTime.GetHashCode();
            }
            if (RoundTime != 0)
            {
                hash ^= RoundTime.GetHashCode();
            }
            return(hash);
        }