public void BossQuestionAnswerSucceed() { Msg_Client2Logic_PVE_Trigger_Effect_Room_Req te = new Msg_Client2Logic_PVE_Trigger_Effect_Room_Req(); te.type = RoomPosType.RoomPosType_DevilAnswerRight; #if UNITY_EDITOR Debug.Log(StringBuilderTool.ToString("发送魔王答题成功")); #endif Send <Msg_Client2Logic_PVE_Trigger_Effect_Room_Req>(te, GameApp.SocketClient_Game, (int)MsgType.enum_Msg_Client2Logic_PVE_Trigger_Effect_Room_Req); }
public void TriggerGridEffect(EEventType EventType) { Msg_Client2Logic_PVE_Trigger_Effect_Room_Req te = new Msg_Client2Logic_PVE_Trigger_Effect_Room_Req(); switch (EventType) { default: case EEventType.eNull: break; case EEventType.eStart: te.type = RoomPosType.RoomPosType_Start; break; case EEventType.eQandA: te.type = RoomPosType.RoomPosType_Question; break; case EEventType.eMove: te.type = RoomPosType.RoomPosType_Move; break; case EEventType.eShop: break; case EEventType.eToBoss: te.type = RoomPosType.RoomPosType_ToInnerRound; break; case EEventType.eBoss: te.type = RoomPosType.RoomPosType_DevilQuestion; break; } #if UNITY_EDITOR Debug.Log(StringBuilderTool.ToString("发送触发格子事件:", te.type)); #endif Send <Msg_Client2Logic_PVE_Trigger_Effect_Room_Req>(te, GameApp.SocketClient_Game, (int)MsgType.enum_Msg_Client2Logic_PVE_Trigger_Effect_Room_Req); }