using System; using System.Collections; using System.Collections.Generic; using AX.Network.Protocols; using UnityEngine; using AX.Serialization; using AX.NetworkSystem; using UnityEngine.SceneManagement; public class LOGOUT_SYNC : NetworkMessageBehaviour { protected override void Execute(BinaryMessage message) { var Udata = message.Body.Deserialize(); //在房间登出,删除此人UI if (SceneManager.GetActiveScene().name == GoTo.DongYouLiQing.ToString()&&GameObject.Find("RoomWaiting")) { UserData userdata= CurrentUserInfo.room.FindUserById(Udata.UserInfo.Id); if (userdata == null) { return; } CurrentUserInfo.room.UserList.Remove(userdata); //刷新UI GetComponent().RemoveRoleItem(userdata); GetComponent().hideuselessPanel(CurrentUserInfo.room.UserList); //刷新房间信息 //FindObjectOfType().SetRoomInfo(); transform.parent.Find("RoomInfoPanel").GetComponent().SetRoomInfo(); } //从大厅登出 if (SceneManager.GetActiveScene().name== GoTo.Lobby.ToString()) { if (Lobby.GetUserDataById(Udata.UserInfo.Id) == null) { return; } Lobby.userList.Remove(Lobby.GetUserDataById(Udata.UserInfo.Id)); } if (CurrentUserInfo.mySelf.Id == Udata.UserInfo.Id) { CurrentUserInfo.CurrentUserInfoReset(); SceneManager.LoadScene(GoTo.Login.ToString()); } } }