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54 lines
1.6 KiB
54 lines
1.6 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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public class ROOM_CREATE_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 room = message.Body.Deserialize<Room>();
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if (room.Owner.UserInfo.Id == CurrentUserInfo.mySelf.Id)
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{
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CurrentUserInfo.room = room;
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UserData data = 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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EnterRoomPair pair = new EnterRoomPair()
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{
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UserData = data,
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RoomId = CurrentUserInfo.room.Id,
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PassWord = room.Password,
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TargetScene = GoTo.DongYouLiQing
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};
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NetworkManager.Default.SendAsync("ROOM_ENTER_SYNC", pair);
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}
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else
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{
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Lobby.roomList.Add(room);
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//区分演习模式还是练习模式
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List<Room> DataList = new List<Room>();
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foreach (Room r in Lobby.roomList)
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{
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if (r.Mode == GameSettings.othersSettings.mode)
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{
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DataList.Add(r);
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}
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}
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transform.Find("RoomParent").GetComponent<GET_LOBBY_ROOMLIST_SYNC>().Bind(DataList);
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//transform.Find("RoomParent").GetComponent<GET_LOBBY_ROOMLIST_SYNC>().Bind(Lobby.roomList);
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}
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}
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}
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