/// <summary> /// 玩家准备或者取消协议 /// </summary> /// <param name="buffer"></param> public void do8006(ByteBuffer buffer) { string username = buffer.readString(); int isReady = buffer.readInt(); int position = buffer.readInt(); UserNode userNode = userNodeDic[position]; ////准备和取消设置(新版的) userNode.SetReadyImg(isReady, username); this.myRoom.isClick = false; //准备和取消设置(老版的) /* * if (username.Equals(Player.GetPlayer().Username)) * { * * if (isReady == 1) * { * this.myRoom.btnText.text = "取消"; * } * else if (isReady == -1) * { * this.myRoom.btnText.text = "准备"; * } * this.myRoom.isClick = false; * } * else * { * if (isReady == 1) * { * userNode.txtReady.text = "准备"; * } * else if(isReady==-1) * { * userNode.txtReady.text = "取消"; * } * * } */ }
/// <summary> /// 玩家加入房间,某个玩家的消息发送给房间的其他所有人(自己加入房间也会收到自己的,所以要排除自己的) /// </summary> /// <param name="buffer"></param> public void do7001(ByteBuffer buffer) { string username = buffer.readString(); string userCname = buffer.readString(); int posation = buffer.readInt(); string userImage = buffer.readString(); int userReady = buffer.readInt(); if (username.Equals(Player.GetPlayer().Username)) { return; } User user = new User(username, userCname, posation, userImage, userReady); this.roomInfo.AddUser(user); UserNode userNode = userNodeDic[posation]; userNode.SetUserCname(userCname); userNode.SetUserImageUrl(userImage); //设置玩家的状态(老版的) //userNode.SetReadyText(user); //设置玩家的状态(老版的) userNode.SetReadyImg(user.UserReady); }