| System/CrossServerOneVsOne/CrossServerOneVsOneEnterConfirmWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/CrossServerOneVsOne/CrossServerOneVsOnePlayerLeaveCoolDownWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/CrossServerOneVsOne/CrossServerOneVsOneWaitPlayerCoolDownWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Dungeon/DungeonData.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Loading/LoadingWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Login/CrossServerLogin.cs | ●●●●● 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; }