/// <summary> /// 返回集体消息是否解散房间 /// state=1,则同意解散房间,跳转到大厅界面,要不要等待时间? /// state=2,则弹出继续游戏弹框 /// </summary> private void ReturnALLIdea() { if (GameInfo.returnALLIdea != null) { if (GameInfo.returnALLIdea.state == 1) { if (!GameInfo.isAllreadyStart && !GameInfo.recon && !GameInfo.isStartGame) { GameInfo.roomRlue = null; GameInfo.FW = 0; GameInfo.gameNum = 1; GameInfo.IsSetRoomInfo = false; SceneManager.LoadScene("Scene_Hall"); GameInfo.ClearAllListsAndChanges(); } //GameInfo.cs.Closed(); //GameInfo.cs.serverType = ServerType.ListServer; JieSanPanelTrans.gameObject.SetActive(false); } else { fanduiPanelTrans.gameObject.SetActive(true); voteCount = 1; } GameInfo.returnALLIdea = null; } }
/// <summary> /// 返回退出玩家 /// 现判断返回的状态,如果0,已经开始游戏,需要提醒? /// 如果1:退出成功,则需判断openid是自己还是别人 /// 如果是自己,则直接跳转,清空玩家信息 /// 如果是别人,直接清空玩家信息,将显示信息清除 /// </summary> private void ReturnRemoveUser() { if (GameInfo.returnRemoveUser != null) { if (GameInfo.returnRemoveUser.status == 0) {//返回已经开始游戏了,需要提醒? } else { //退出成功,需判断是不是自己 if (GameInfo.returnRemoveUser.openid == GameInfo.OpenID) { GameInfo.MJplayers.Clear(); GameInfo.ClearAllListsAndChanges(); SceneManager.LoadScene("Scene_Hall"); } else { GameInfo.MJplayers.Remove(GameInfo.MJplayersWhoQuit[GameInfo.returnRemoveUser.openid]); FW fw = GameInfo.GetFW(GameInfo.MJplayersWhoQuit[GameInfo.returnRemoveUser.openid]); switch (fw) { case FW.East: mjPlaying.rightHeadFGO.SetActive(false); break; case FW.West: mjPlaying.leftHeadFGO.SetActive(false); break; case FW.North: mjPlaying.frontHeadFGO.SetActive(false); break; } } } GameInfo.returnRemoveUser = null; } }
public void InvokeAgreeJSroom() { GameInfo.ClearAllListsAndChanges(); SceneManager.LoadScene("Scene_Hall"); }