/// <summary>
 /// 创建篮球时间节点时间组件.
 /// </summary>
 public void CreatBallJieDuanTimeUp()
 {
     //UnityLog("CreatBallJieDuanTimeUp -> IndexCreatBallJieDuan == " + IndexCreatBallJieDuan + ", time " + Time.time);
     m_TimeUpCreatBallStageCom = gameObject.AddComponent <SSTimeUpCtrl>();
     m_TimeUpCreatBallStageCom.Init(SSGameDataCtrl.GetInstance().GetBallCreatRuleDt(IndexCreatBallJieDuan).TimeVal);
     m_TimeUpCreatBallStageCom.OnTimeUpOverEvent += OnCreatBallTimeUpOverEvent;
 }
    void Awake()
    {
        Debug.Log("SSGameRoot::Awake -> peerType " + Network.peerType + ", eGameMode " + SSGameCtrl.GetInstance().eGameMode);
        SSGameCtrl.GetInstance().mSSGameRoot            = this;
        NetworkServerNet.GetInstance().mNetworkRootGame = mNetworkRootGame;

        switch (SSGameCtrl.GetInstance().eGameMode)
        {
        case NetworkRootMovie.GameMode.Null:
        case NetworkRootMovie.GameMode.NoLink:
        {
            mSSGameDataManage.mGameData.SpawnPlayer(0);
            mSSGameDataManage.mGameData.SpawnNpc(1);
            mSSGameDataManage.mGameData.SpawnNpc(2);
            mSSGameDataManage.mGameData.SpawnNpc(3);
            mUIController.SetActiveUIRoot(true);
            break;
        }

        case NetworkRootMovie.GameMode.Link:
        {
            mUIController.SetActiveUIRoot(false);
            mSSTimeUpCom = gameObject.AddComponent <SSTimeUpCtrl>();
            mSSTimeUpCom.OnTimeUpOverEvent += OnTimeUpOverNotConnectEvent;
            mSSTimeUpCom.Init(35f);
            break;
        }
        }
        NetworkEvent.GetInstance().OnServerInitializedEvent             += OnServerInitializedEvent;
        NetworkEvent.GetInstance().OnPlayerConnectedEvent               += OnPlayerConnectedEvent;
        NetworkEvent.GetInstance().OnConnectedToServerEvent             += OnConnectedToServerEvent;
        NetworkEvent.GetInstance().OnFailedToConnectToMasterServerEvent += OnFailedToConnectToMasterServerEvent;
    }
 // Use this for initialization
 void Start()
 {
     //Debug.Log("DestroyThisTimed -> objName "+gameObject.name);
     //Destroy(gameObject, TimeRemove);
     //Invoke("DelayDestroyThis", TimeRemove);
     if (TimeRemove > 0f)
     {
         SSTimeUpCtrl timeUpCom = gameObject.AddComponent <SSTimeUpCtrl>();
         timeUpCom.Init(TimeRemove);
         timeUpCom.OnTimeUpOverEvent += OnTimeUpOverEvent;
     }
 }
    internal void Init(SSGameDataCtrl.PlayerIndex indexVal, int score)
    {
        m_PlayerIndex = indexVal;
        ShowPlayerScore(score);
        //添加延迟删除时间事件.
        SSTimeUpCtrl timeUpCom = gameObject.AddComponent <SSTimeUpCtrl>();

        timeUpCom.OnTimeUpOverEvent += OnTimeUpOverEvent;
        timeUpCom.Init(m_TimeDestroy);
        if (m_WeiXinHead != null)
        {
            m_WeiXinHead.Init(indexVal);
        }
    }
 void OnFailedToConnectToMasterServerEvent()
 {
     if (!IsFailedToConnectMasterServer)
     {
         Debug.Log("GameLinkPlayer -> OnFailedToConnectToMasterServerEvent...");
         IsFailedToConnectMasterServer = true;
         //因为网络故障强制切换为单机模式.
         NetworkRootMovie.GetInstance().ePlayerSelectGameMode = NetworkRootMovie.GameMode.NoLink;
         SetActiveUISeverWeiHu(true);
         SetActiveUICreateSever(false);
         SetActiveLinkNameParent(false);
         SetAcitveStartBt(false);
         mSSTimeUpCom = gameObject.AddComponent <SSTimeUpCtrl>();
         mSSTimeUpCom.OnTimeUpOverEvent += OnTimeUpOverServerWeiHuEvent;
         mSSTimeUpCom.Init(5f);
     }
 }
    /// <summary>
    /// 延迟一段时间后检测游戏包月状态.
    /// </summary>
    public void DelayQueryGameBaoYueState()
    {
        if (IsHaveBaoYueGame)
        {
            //玩家已经对游戏进行了包月,不需要继续查询包月状态.
            return;
        }

        if (IsQueryGameBaoYueState)
        {
            return;
        }
        IsQueryGameBaoYueState = true;

        m_TimeUpQueryGameBaoYueStateCom = gameObject.AddComponent <SSTimeUpCtrl>();
        //x秒后开始查询游戏是否进行了包月.
        m_TimeUpQueryGameBaoYueStateCom.Init(60f * 5f);
        //m_TimeUpQueryGameBaoYueStateCom.Init(10f); //test.
        m_TimeUpQueryGameBaoYueStateCom.OnTimeUpOverEvent += OnTimeUpQueryGameBaoYueStateEvent;
    }
示例#7
0
    // Use this for initialization
    public void Init(SSGameDataCtrl.PlayerIndex indexVal)
    {
        m_PlayerIndex = indexVal;
        SSGameDataCtrl.LinkGamePlayerData[] rankDt = SSGameDataCtrl.GetInstance().GetLinkGamePlayerRankDt();
        for (int i = 0; i < rankDt.Length; i++)
        {
            ShowPlayerScore(rankDt[i].Score, i);
        }

        //添加延迟删除时间事件.
        SSTimeUpCtrl timeUpCom = gameObject.AddComponent <SSTimeUpCtrl>();

        timeUpCom.OnTimeUpOverEvent += OnTimeUpOverEvent;
        timeUpCom.Init(m_TimeDestroy);
        for (int i = 0; i < m_WeiXinHead.Length; i++)
        {
            if (m_WeiXinHead[i] != null)
            {
                //string url = SSGameDataCtrl.GetInstance().m_PlayerData[i].PlayerHeadUrl;
                //UnityLog("url ===== " + url);
                m_WeiXinHead[i].Init((SSGameDataCtrl.PlayerIndex)i);
            }
        }
    }