using System.Collections; using System.Collections.Generic; using UnityEngine; using AX.NetworkSystem; using AX.Serialization; using AX.MessageSystem; using AX.Network.Protocols; using System; using UnityEngine.SceneManagement; using UnityEngine.UI; public class BATTLE_READY_SYNC : NetworkMessageBehaviour { protected override void Execute(BinaryMessage message) { var keyvalue = message.Body.Deserialize>(); if (CurrentUserInfo.room.Id == keyvalue.Key) { if (GetComponent()) { CurrentUserInfo.room.IsDrillStart = keyvalue.Value; //自己是导调组 if (CurrentUserInfo.room.Owner.UserInfo.Id == CurrentUserInfo.mySelf.Id) { RoleUICtrl.Instance.ShowRoleUI(); } else if (CurrentUserInfo.role==Role.观察团) { RoleUICtrl.Instance.ShowRoleUI(); } else {//其他人禁用toggle //if (FindObjectOfType()) // FindObjectOfType().GetComponent().interactable = false; if (transform.parent.Find("RoomInfoPanel/ReadyToggle").GetComponent()) { transform.parent.Find("RoomInfoPanel/ReadyToggle").GetComponent().interactable = false; } //导调组点击右下角开始,进入演练后,其他客户端不能返回 transform.parent.Find("TopPanel/BackPanel/BackShow").GetComponent().isOn = false; //transform.parent.Find("TopPanel/BackPanel/BackShow").GetComponent().interactable = false; } //如果是加载灾情库,加载灾情库信息,并同步 if(GameSettings.othersSettings.isSelectedDisaster) { GameObject.Find("DisasterLoad").GetComponent().LoadDisaster(); } } } } }