少年修仙传客户端代码仓库
client_Zxw
2018-12-24 122ed8a42a217710fb1e57e20cf7359e3cbe294c
Merge branch 'Cross_Server' of http://192.168.0.87:10010/r/snxxz_scripts into Cross_Server
6个文件已修改
51 ■■■■ 已修改文件
System/CrossServerOneVsOne/CrossServerOneVsOneEnterConfirmWin.cs 5 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/CrossServerOneVsOne/CrossServerOneVsOnePlayerLeaveCoolDownWin.cs 15 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/CrossServerOneVsOne/CrossServerOneVsOneWaitPlayerCoolDownWin.cs 6 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Dungeon/DungeonData.cs 11 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Loading/LoadingWin.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Login/CrossServerLogin.cs 12 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/CrossServerOneVsOne/CrossServerOneVsOneEnterConfirmWin.cs
@@ -50,9 +50,12 @@
            if (Time.time >= CrossServerLogin.Instance.oneVsOnePlayerData.autoEnsureTime)
            {
                WindowCenter.Instance.Close<CrossServerOneVsOneEnterConfirmWin>();
            }
            else
            {
                var surplusSeconds = Mathf.RoundToInt(CrossServerLogin.Instance.oneVsOnePlayerData.autoEnsureTime - Time.time);
                m_CountDown.text = string.Format("{0}秒后进入", surplusSeconds);
                WindowCenter.Instance.Close<CrossServerOneVsOneEnterConfirmWin>();
            }
        }
System/CrossServerOneVsOne/CrossServerOneVsOnePlayerLeaveCoolDownWin.cs
@@ -42,6 +42,7 @@
            coolTime = -1;
            beginTime = model.GetCoolDownEndTime(DungeonCoolDownType.PlayerLeave);
            model.dungeonCoolDownEvent += OnBeginTimeEvent;
            model.updateMissionEvent += UpdateFBHelp;
        }
        protected override void OnAfterOpen()
@@ -51,6 +52,7 @@
        protected override void OnPreClose()
        {
            model.dungeonCoolDownEvent -= OnBeginTimeEvent;
            model.updateMissionEvent -= UpdateFBHelp;
        }
        protected override void OnAfterClose()
@@ -59,6 +61,19 @@
        #endregion
        private void UpdateFBHelp()
        {
            int playerId = (int)PlayerDatas.Instance.baseData.PlayerID;
            int enterPlayerId = model.mission.PlayerEnterMap;
            if (enterPlayerId != 0 && enterPlayerId != playerId)
            {
                if (m_CoolDownContainer.gameObject.activeInHierarchy)
                {
                    m_CoolDownContainer.gameObject.SetActive(false);
                }
            }
        }
        private void OnBeginTimeEvent(DungeonCoolDownType _type)
        {
            if (_type != DungeonCoolDownType.PlayerLeave)
System/CrossServerOneVsOne/CrossServerOneVsOneWaitPlayerCoolDownWin.cs
@@ -61,7 +61,11 @@
        private void OnBeginTimeEvent(DungeonCoolDownType _type)
        {
            if (_type != DungeonCoolDownType.WaitPlayer)
            {
            {
                if (m_CoolDownContainer.gameObject.activeInHierarchy)
                {
                    m_CoolDownContainer.gameObject.SetActive(false);
                }
                return;
            }
System/Dungeon/DungeonData.cs
@@ -114,11 +114,12 @@
        public int hasSit;
        public int isHelp;
        public int helpCount;
        public int[] relation;
        public int roundNum;
        public int[] roundWinerIDList;
        public int prepareTime;
        public int isStart;
        public int[] relation;
        public int roundNum;            //跨服1Vs1 当前回合
        public int[] roundWinerIDList;  //跨服1Vs1 回合胜利的Id列表
        public int prepareTime;     //跨服1Vs1 回合结束倒计时
        public int isStart;        //跨服1Vs1回合开始
        public int PlayerEnterMap; //判断玩家ID不是自己则清除等待时间显示
        public long totalExp
        {
            get
System/Loading/LoadingWin.cs
@@ -53,7 +53,7 @@
        protected override void OnPreOpen()
        {
            if (!CrossServerLogin.Instance.oneVsOnePlayerData.alreadyLogin)
            if (CrossServerLogin.Instance.oneVsOnePlayerData.waitForLoginCrossServer)
            {
                loadingType = LoadingType.CrossServerOneOne;
            }
System/Login/CrossServerLogin.cs
@@ -44,7 +44,7 @@
            oneVsOnePlayerData = new CrossServerOneVsOne()
            {
                roomId = matchOK.RoomID,
                alreadyLogin = false,
                waitForLoginCrossServer = true,
                validTimeLimited = Time.time + 30f,
                autoEnsureTime = Time.time + 5f,
                myName = matchOK.PlayerName,
@@ -56,7 +56,7 @@
            Clock.Create(DateTime.Now + new TimeSpan(5 * TimeSpan.TicksPerSecond), () =>
            {
                if (!oneVsOnePlayerData.alreadyLogin)
                if (oneVsOnePlayerData.waitForLoginCrossServer)
                {
                    CrossServerOneVsOneLogin();
                }
@@ -72,7 +72,7 @@
            var port = GameNetSystem.Instance.crossServerData.port;
            WindowCenter.Instance.Open<LoadingWin>();
            oneVsOnePlayerData = oneVsOnePlayerData.SetLoginState(true);
            oneVsOnePlayerData = oneVsOnePlayerData.SetWaitForLoginCrossServer(false);
            AccountLogin(account, ip, port);
        }
@@ -310,7 +310,7 @@
    public struct CrossServerOneVsOne
    {
        public int roomId;
        public bool alreadyLogin;
        public bool waitForLoginCrossServer;
        public float autoEnsureTime;
        public float validTimeLimited;
        public string myName;
@@ -321,9 +321,9 @@
        public int opponentLevel;
        public int opponentMaxHp;
        public CrossServerOneVsOne SetLoginState(bool alreadyLogin)
        public CrossServerOneVsOne SetWaitForLoginCrossServer(bool waitForLoginCrossServer)
        {
            this.alreadyLogin = alreadyLogin;
            this.waitForLoginCrossServer = waitForLoginCrossServer;
            return this;
        }