using System; using System.Collections; using System.Collections.Generic; using AX.Network.Protocols; using UnityEngine; using AX.Serialization; using AX.NetworkSystem; public class KICK_SOMEONE_SYNC : NetworkMessageBehaviour { protected override void Execute(BinaryMessage message) { var kickuser = message.Body.Deserialize>(); if (CurrentUserInfo.room.Id == kickuser.Key) { //如果是被踢出的人,返回大厅 if (CurrentUserInfo.mySelf.Id == kickuser.Value) { //准备状态下的用户被踢出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 UserData user = CurrentUserInfo.room.FindUserById(CurrentUserInfo.mySelf.Id); user.IsReady = false; EntitiesManager.Instance.Reset();//跳转场景时要清空实体管理器中的对象 NetworkManager.Default.SendAsync("LOBBY_ENTER_SYNC", user); } if (GetComponent()) { RoleItem[] roleitem = GetComponentsInChildren(); for (int i = 0; i < roleitem.Length; i++) { if (CurrentUserInfo.mySelf.Id != kickuser.Value) { UserData remove = CurrentUserInfo.room.FindUserById(kickuser.Value); CurrentUserInfo.room.UserList.Remove(remove); if (roleitem[i].userData.UserInfo.Id == kickuser.Value) { Destroy(roleitem[i].gameObject); } GetComponent().hideuselessPanel(CurrentUserInfo.room.UserList); //刷新房间信息 //FindObjectOfType().SetRoomInfo(); transform.parent.Find("RoomInfoPanel").GetComponent().SetRoomInfo(); } } } } } }