public static void RemoveAgentMessageHandler(MsgCode protocolCode, Action <byte[]> handler) { if (!simulateBattle) { switch (battleType) { case BattleType.BattleP1vsP1: case BattleType.BattleP2vsP2: { NetworkManager.RemoveServerMessageHandler(ServerType.BattleServer, protocolCode, handler); break; } case BattleType.Tutorial: case BattleType.Survival: case BattleType.Tranining: { LocalBattleMessageManager.RemoveLocalMessageHandler(protocolCode, handler); break; } case BattleType.NoBattle: { DebugUtils.LogWarning(DebugUtils.Type.Battle, "Preview mode!"); break; } default: { DebugUtils.LogError(DebugUtils.Type.Battle, "Can't handle this battleType now! type = " + battleType); break; } } } else { SimulateBattleMessageManager.RemoveSimulateMessageHandler(protocolCode, handler); } }
public static void SendRequest(MsgCode protocolCode, byte[] data, Action onRequestSuccess = null, Action onResquestFailed = null, int resendTimes = 1) { // data package analyze MessageAnalyze(protocolCode, data); if (!simulateBattle) { switch (battleType) { case BattleType.BattleP1vsP1: case BattleType.BattleP2vsP2: { DebugUtils.Log(DebugUtils.Type.MessageAnalyze, string.Format("send message, msgcode {0}, length {1}", protocolCode, data.Length)); NetworkManager.SendRequest(protocolCode, data, ClientType.Tcp, onRequestSuccess, onResquestFailed, resendTimes); break; } case BattleType.Survival: case BattleType.Tranining: case BattleType.Tutorial: { LocalBattleMessageManager.SendRequest(protocolCode, data, onRequestSuccess); break; } default: { DebugUtils.LogError(DebugUtils.Type.Battle, "Can't handle this battleType now! type = " + battleType); break; } } } else { SimulateBattleMessageManager.SendRequest(protocolCode, data, onRequestSuccess); } }
public static void SetBattleRecordPlayState(int state) { if (!simulateBattle) { switch (battleType) { case BattleType.BattleP1vsP1: case BattleType.BattleP2vsP2: case BattleType.Survival: case BattleType.Tranining: case BattleType.Tutorial: case BattleType.NoBattle: default: { DebugUtils.LogError(DebugUtils.Type.Battle, "Can't set battle play state in real battle"); break; } } } else { SimulateBattleMessageManager.SetBattleRecordPlayState(state); } }
public static void SetBattleSpeed(float speed) { if (!simulateBattle) { switch (battleType) { case BattleType.BattleP1vsP1: case BattleType.BattleP2vsP2: case BattleType.Survival: case BattleType.Tranining: case BattleType.Tutorial: case BattleType.NoBattle: default: { DebugUtils.LogError(DebugUtils.Type.Battle, "Can't set battle speed in real battle"); break; } } } else { SimulateBattleMessageManager.SetBattleSpeed(speed); } }