using System; using System.Collections; using System.Collections.Generic; using AX.Network.Protocols; using UnityEngine; using AX.Serialization; using AX.NetworkSystem; public class ROOM_CREATE_SYNC : NetworkMessageBehaviour { protected override void Execute(BinaryMessage message) { var room = message.Body.Deserialize(); if (room.Owner.UserInfo.Id == CurrentUserInfo.mySelf.Id) { CurrentUserInfo.room = room; UserData data = new UserData() { UserInfo = CurrentUserInfo.mySelf, Role = CurrentUserInfo.role, Org = CurrentUserInfo.organization, IsReady = false }; EnterRoomPair pair = new EnterRoomPair() { UserData = data, RoomId = CurrentUserInfo.room.Id, PassWord = room.Password, TargetScene = GoTo.DongYouLiQing }; NetworkManager.Default.SendAsync("ROOM_ENTER_SYNC", pair); } else { Lobby.roomList.Add(room); //区分演习模式还是练习模式 List DataList = new List(); foreach (Room r in Lobby.roomList) { if (r.Mode == GameSettings.othersSettings.mode) { DataList.Add(r); } } transform.Find("RoomParent").GetComponent().Bind(DataList); //transform.Find("RoomParent").GetComponent().Bind(Lobby.roomList); } } }