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