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53 lines
1.7 KiB
53 lines
1.7 KiB
4 years ago
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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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