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52 lines
1.7 KiB
52 lines
1.7 KiB
using AX.NetworkSystem; |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine.SceneManagement; |
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public class ExitDrillButton : BaseButton |
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{ |
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public MessagePanel mess; |
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private void Start() |
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{ |
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mess = transform.parent.parent.parent.Find("MessagePanel").GetComponent<MessagePanel>(); |
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} |
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// Start is called before the first frame update |
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public override void RespondFun() |
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{ |
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mess.MessageBoxShow("返回到角色选择"); |
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mess.SureAction = ExitToSelect; |
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} |
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private void ExitToSelect() |
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{ |
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EntitiesManager.Instance.Reset();//跳转场景时要清空实体管理器中的对象 |
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//准备状态下的用户离开时需要初始化准备状态,避免再进入房间直接就是准备状态 |
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EnterRoomPair data = new EnterRoomPair |
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{ |
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RoomId = CurrentUserInfo.room == null ? -1 : CurrentUserInfo.room.Id, |
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UserData = new UserData() |
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{ |
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UserInfo = CurrentUserInfo.mySelf, |
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Role = CurrentUserInfo.role, |
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Org = CurrentUserInfo.organization, |
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IsReady = false, |
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}, |
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TargetScene = GoTo.RolesSelection, |
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}; |
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if (CurrentUserInfo.mySelf.Id==CurrentUserInfo.room.Owner.UserInfo.Id) |
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{ |
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GameSettings.othersSettings.isStartDrill = false; |
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} |
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UserData user = CurrentUserInfo.room.FindUserById(CurrentUserInfo.mySelf.Id); |
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user.IsReady = false; |
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//重置房间 |
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CurrentUserInfo.room = null; |
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EntitiesManager.Instance.Reset(); |
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NetworkManager.Default.SendAsync("ROOM_LEAVE_SYNC", data); |
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SceneManager.LoadScene(GoTo.RolesSelection.ToString()); |
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} |
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}
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