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35 lines
1.0 KiB
35 lines
1.0 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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public class ROOM_DESTROY_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<Room>();
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for (int i = 0; i < Lobby.roomList.Count; i++)
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{
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if (Lobby.roomList[i].Id == info.Id)
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{
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Lobby.roomList.Remove(Lobby.roomList[i]);
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break;
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}
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}
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GetComponent<GET_LOBBY_ROOMLIST_SYNC>().Bind(Lobby.roomList);
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//房间被销毁,而之前选中了被销毁的房间,重置信息显示
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if (LobbyDataManager.GetInstance.NowRoomId == info.Id)//如果当前正在浏览该房间信息
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{
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if (LobbyDataManager.GetInstance.MapImg.gameObject.activeSelf)//并且浏览界面可见重新绑定信息
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{
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LobbyDataManager.GetInstance.BindRoomMessage(null);
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}
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}
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}
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}
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