/// <summary> /// 准备 /// </summary> /// <param name="pbSeat"></param> public void Ready(NN_SEAT_READY proto) { NiuNiu.Seat seat = GetSeatBySeatPos(proto.nn_seat.pos); if (seat == null) { return; } seat.IsReady = true; //--------------设置开始按钮遮罩--------------- bool isEnable = false; for (int i = 0; i < CurrentRoom.SeatList.Count; i++) { NiuNiu.Seat readySeat = GetSeatBySeatIndex(i); if (readySeat != null && readySeat.PlayerId > 0) { Debug.Log(string.Format("座位{0} 玩家是否准备{1}", readySeat.Pos, readySeat.IsReady)); if (readySeat.IsReady == false) { isEnable = true; break; } } } Debug.Log("bool isEnable:" + isEnable); Debug.Log("bool isEnable设置开始按钮遮罩"); TransferData dataMask = new TransferData(); dataMask.SetValue <bool>("OnOff", isEnable); ModelDispatcher.Instance.Dispatch(ConstDefine_NiuNiu.ObKey_EnableAllowStartBtn, dataMask);//设置开始游戏按钮遮罩 //刷新座位UI SendRoomInfoChangeNotify(); }
/// <summary> /// 服务器广播某人准备 /// </summary> /// <param name="obj"></param> public void RadioReady(byte[] obj) { NN_SEAT_READY proto = NN_SEAT_READY.decode(obj); RoomNiuNiuProxy.Instance.Ready(proto); }