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39 lines
1.2 KiB
39 lines
1.2 KiB
4 years ago
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using AX.Network.Protocols;
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using UnityEngine;
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using AX.Serialization;
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using AX.NetworkSystem;
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using UnityEngine.SceneManagement;
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public class LOBBY_LEAVE_SYNC : NetworkMessageBehaviour
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{
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protected override void Execute(BinaryMessage message)
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{
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var info = message.Body.Deserialize<EnterRoomPair>();
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if (info.UserData.UserInfo.Id == CurrentUserInfo.mySelf.Id)
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{
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if (info.TargetScene == GoTo.DongYouLiQing)
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{//离开大厅,进入房间
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Lobby.userList.Remove(Lobby.GetUserDataById(info.UserData.UserInfo.Id));
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SceneManager.LoadScene(info.TargetScene.ToString());
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}
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else if (info.TargetScene == GoTo.Login)
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{//从大厅返回登陆
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NetworkManager.Default.SendAsync("LOGOUT_SYNC", info.UserData);
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}
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else
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{//从大厅返回角色选择或主菜单
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CurrentUserInfo.role = Role.None;
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SceneManager.LoadScene(info.TargetScene.ToString());
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}
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}
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else
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{
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Lobby.userList.Remove(Lobby.GetUserDataById(info.UserData.UserInfo.Id));
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}
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}
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}
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