网上演练
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using AX.MessageSystem;
using AX.Network.Protocols;
using AX.Serialization;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
using AX.NetworkSystem;
public class TIME_SYNC : NetworkMessageBehaviour
{
public static string time = "00:00:00";
private List<KeyValuePair<long, string>> AllLiquipSetTime = new List<KeyValuePair<long, string>>();
protected override void Execute(BinaryMessage message)
{
time = message.Body.Deserialize<string>();
if (GameObject.Find("TopPanel/Tool/TimeText"))
{
GameObject.Find("TopPanel/Tool/TimeText").GetComponent<Text>().text = time;
}
}
// Use this for initialization
void Start()
{
MessageDispatcher.AddListener("SetTime", SendSetSync);
}
protected override void OnDestroy()
{
base.OnDestroy();
MessageDispatcher.RemoveListener("SetTime", SendSetSync);
}
private void SendSetSync(IMessage obj)
{
var data = (SetLiquipdata)obj.Data;
AllLiquipSetTime.Add(new KeyValuePair<long, string>(data.LiquipId,data.time));
}
// Update is called once per frame
void Update()
{
if (time != "00:00:00")
{
if (AllLiquipSetTime.Count > 0)
{
for (int i = 0; i < AllLiquipSetTime.Count; i++)
{
if (AllLiquipSetTime[i].Value==time)
{
NetworkManager.Default.SendAsync("LIQUIP_SHOW_SYNC", AllLiquipSetTime[i].Key);
AllLiquipSetTime.Remove(AllLiquipSetTime[i]);
}
}
}
}
}
}