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); }
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(); }