using System; using System.Collections; using System.Collections.Generic; using AX.Network.Protocols; using UnityEngine; using AX.Serialization; public class ROOM_DESTROY_SYNC : NetworkMessageBehaviour { protected override void Execute(BinaryMessage message) { var info = message.Body.Deserialize(); for (int i = 0; i < Lobby.roomList.Count; i++) { if (Lobby.roomList[i].Id == info.Id) { Lobby.roomList.Remove(Lobby.roomList[i]); break; } } GetComponent().Bind(Lobby.roomList); //房间被销毁,而之前选中了被销毁的房间,重置信息显示 if (LobbyDataManager.GetInstance.NowRoomId == info.Id)//如果当前正在浏览该房间信息 { if (LobbyDataManager.GetInstance.MapImg.gameObject.activeSelf)//并且浏览界面可见重新绑定信息 { LobbyDataManager.GetInstance.BindRoomMessage(null); } } } }