示例#1
0
    public void RejoinRoomSyncData(InOutGameRoomSyncData datas)
    {
        playerPrefabs[indexOfSelectedCharacter].SetActive(false);
        int cnt = 0;

        while (cnt++ < datas.maxPlayers)
        {
            playerInfos.Add(null);
        }
        teamIndicator.sprite = teamIcon[datas.playerTeam.GetHashCode()];
        playerNameUI.text    = datas.playerName;
        mapInfo = GlobalMapInfoMgr.Instance.GetMapByIndex(datas.mapIndex);
    }
示例#2
0
    public InOutGameRoomSyncData SaveData()
    {
        InOutGameRoomSyncData data;

        data = new InOutGameRoomSyncData {
        };
        List <InOutGameRoomSyncData.PlayerInfoForSync> playerList = new List <InOutGameRoomSyncData.PlayerInfoForSync>();

        foreach (var player in playerInfos)
        {
            if (player != null)
            {
                InOutGameRoomSyncData.PlayerInfoForSync thisPlayer = new InOutGameRoomSyncData.PlayerInfoForSync
                {
                    id       = player.id,
                    team     = player.team,
                    pos      = player.inRoomPosIndex,
                    isMaster = player == masterPlayer ? true : false
                };
                playerList.Add(thisPlayer);
            }
        }
        data.playerInfoList = (List <InOutGameRoomSyncData.PlayerInfoForSync>)(object) playerList;
        data.mapIndex       = mapInfo.index;
        data.playerName     = playerNameUI.text;
        data.playerTeam     = GetPlayerByName(playerNameUI.text).team;
        data.roomName       = PhotonNetwork.CurrentRoom.Name;
        if (PhotonNetwork.LocalPlayer.IsMasterClient)
        {
            data.isThisMaster = true;
        }
        else
        {
            data.isThisMaster = false;
        }
        data.gameMode   = GameMode.PVP;
        data.maxPlayers = PhotonNetwork.CurrentRoom.MaxPlayers;

        //todo : 获取角色服装信息 ----------------------------------------------------------------
        return(data);
    }
 public void SaveData()
 {
     syncData = UIMgr._Instance.inRoomUI.GetComponent <InRoom>().SaveData();
 }