Пример #1
0
        /// <summary>
        /// 填充 PhotonStatusChanged 事件。
        /// </summary>
        /// <param name="e">内部事件。</param>
        /// <returns>PhotonStatusChanged 事件。</returns>
        public PhotonStatusChangedEventArgs Fill(GameFramework.Photon.PhotonStatusChangedEventArgs e)
        {
            PhotonChannel = e.PhotonChannel;
            StatusCode    = e.StatusCode;

            return(this);
        }
Пример #2
0
        private void OnPhotonStatusChanged(object sender, GameFramework.Photon.PhotonStatusChangedEventArgs e)
        {
            // 这里为连接成功和断开连接做一个事件发送,为了处理在连接成功或者失败之后不用在外部判断当前的状态
            switch (e.StatusCode)
            {
            case StatusCode.Connect:
                m_EventComponent.Fire(this, ReferencePool.Acquire <PhotonConnectedEventArgs>().Fill(e));
                break;

            case StatusCode.Disconnect:
                m_EventComponent.Fire(this, ReferencePool.Acquire <PhotonDisconnectedEventArgs>().Fill(e));
                break;
            }
            m_EventComponent.Fire(this, ReferencePool.Acquire <PhotonStatusChangedEventArgs>().Fill(e));
        }
Пример #3
0
        /// <summary>
        /// 填充 PhotonDisconnected 事件。
        /// </summary>
        /// <param name="e">内部事件。</param>
        /// <returns>PhotonDisconnected 事件。</returns>
        public PhotonDisconnectedEventArgs Fill(GameFramework.Photon.PhotonStatusChangedEventArgs e)
        {
            PhotonChannel = e.PhotonChannel;

            return(this);
        }