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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 UnityEngine.SceneManagement;
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using AX.NetworkSystem;
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using System.Linq;
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public class COMMANDCENTER_FIRENOTIFY_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<PoliceCallData>();
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if (CurrentUserInfo.role == Role.总队指挥 ||
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CurrentUserInfo.role == Role.大队指挥 ||
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CurrentUserInfo.role == Role.支队指挥
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)
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{
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GameSettings.disasterSetting.policeCallData = info;
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foreach (UserData u in CurrentUserInfo.room.UserList)
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{
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if (u.Org.Id == CurrentUserInfo.organization.Id && u.Role == Role.参谋)
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// 参谋随着对应总队、支队、大队跳转场景
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{
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//将通报指令转发给参谋同时添加参谋到场时间
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int time = 0;
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foreach (var item in info.ArriveTimeList)
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{
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if (item.Key == CurrentUserInfo.mySelf.Id)
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{
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time = item.Value;
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}
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}
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info.ArriveTimeList.Add(new KeyValuePair<long, int>(u.UserInfo.Id, time));
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NetworkManager.Default.SendAsync("COMMANDCENTER_FIRENOTIFY_SYNC", new KeyValuePair<long, PoliceCallData>
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(u.UserInfo.Id, info));
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}
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}
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//SceneManager.LoadScene("Police");
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//再再这里判断是不是有重复时间,有的话开携程等待
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List<KeyValuePair<long, int>> zhiHArrivetimes = new List<KeyValuePair<long, int>>();
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List<long> ZHID = new List<long>();
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for (int i = 0; i < CurrentUserInfo.room.UserList.Count; i++)
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{//筛选房间里的总支大队ID
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if (CurrentUserInfo.room.UserList[i].Role==Role.总队指挥||
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CurrentUserInfo.room.UserList[i].Role == Role.支队指挥 ||
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CurrentUserInfo.room.UserList[i].Role == Role.大队指挥)
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{
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ZHID.Add(CurrentUserInfo.room.UserList[i].UserInfo.Id);
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}
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}
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for (int i = 0; i < info.ArriveTimeList.Count; i++)
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{//根据房间里的总支大id筛选到达时间里的总支大
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if (ZHID.Contains(info.ArriveTimeList[i].Key))
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{
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zhiHArrivetimes.Add(info.ArriveTimeList[i]);
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}
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}
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//根据到达时间分组
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var q = from p in zhiHArrivetimes group p by p.Value;
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var timelist= q.ToList();
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for (int i = 0; i < timelist.Count; i++)
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{
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var pairlist = timelist[i].ToList();
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if (pairlist.Count > 1)
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{//如果组里的个数大于一,也就是有两个及以上设置的时间是相同的
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for (int j = 0; j < pairlist.Count; j++)
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{
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if (CurrentUserInfo.mySelf.Id == pairlist[j].Key)
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{//加0.5是考虑第一组也就是i=0的情况,没有加整数是考虑计算出来的数可能设置时间相同最后导致进场时间还是一样
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StartCoroutine(waitinto((i + 0.5f) * (j+0.5f)));
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}
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}
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}
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else
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{
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if (CurrentUserInfo.mySelf.Id == pairlist[0].Key)
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{
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StartCoroutine(waitinto(0));
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}
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}
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}
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}
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//else if (CurrentUserInfo.role == Role.中队指挥)
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//{
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// GameSettings.disasterSetting.policeCallData = info;
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// foreach (UserData u in CurrentUserInfo.room.UserList)
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// {
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// if (u.Org.Id == CurrentUserInfo.organization.Id && u.Role == Role.战斗班长)
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// // 参谋随着对应战斗班跳转场景
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// {
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// //将通报指令转发给战斗班
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// NetworkManager.Default.SendAsync("COMMANDCENTER_FIRENOTIFY_SYNC", new KeyValuePair<long, PoliceCallData>
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// (u.UserInfo.Id, info));
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// }
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// }
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// SceneManager.LoadScene("Police");
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//}
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else
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{
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GameSettings.disasterSetting.policeCallData = info;
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// SceneManager.LoadScene("Police");
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transform.parent.Find("Police").gameObject.SetActive(true);
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UIManager.GetView<ChatPanel>().ShowPoliceSize();
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}
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}
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IEnumerator waitinto(float time)
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{
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yield return new WaitForSeconds(time*0.2f);
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transform.parent.Find("Police").gameObject.SetActive(true);
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UIManager.GetView<ChatPanel>().ShowPoliceSize();
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}
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}
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