同步进度
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using Assets.MyGame.Scripts.Net.WebResponses;
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using Newtonsoft.Json;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Assets.MyGame.Scripts.Net
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{
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public class WebSocketReponseList
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{
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/// <summary>
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/// 获取房间列表 room
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/// </summary>
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/// <param name="msg"></param>
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public static void GetRoomListResult(string msg)
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{
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var var1 = UIManager.Instance.Get<UIHomeMain>(UIPanel.HomeMainPanel);
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var1.subUIManager.Get<UIHome_BY_SelectRoomLevelPanel>(UIPanel.SelectRoomPenel).panel_UIHome_BY_MySelectRoomPenel.Show(msg);
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}
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/// <summary>
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/// 加入房间 room
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/// </summary>
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/// <param name="msg"></param>
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public static void RoomJoinNotice(string msg)
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{
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string sceneName="";
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UIPanel uIPanel = UIPanel.None;
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switch (GameManager.Instance.gameData.currGameType)
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{
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case GameType.JQQD:
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break;
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case GameType.defaultPanel:
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break;
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case GameType.FXZY:
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break;
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case GameType.TGXX:
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break;
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case GameType.ZGXQ:
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break;
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case GameType.XJMH:
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sceneName = "XJMH";
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uIPanel= UIPanel.MainGamePanelXJMH;
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break;
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case GameType.HHWK:
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break;
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default:
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break;
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}
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UIManager.Instance.ShowAsync(uIPanel,UIPanel.HomeMainPanel, msg);
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//这里
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SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
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UIManager.Instance.Close(UIPanel.HomeMainPanel);
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}
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/// <summary>
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/// 获取房间列表 room
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/// </summary>
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/// <param name="msg"></param>
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public static void RoomInfo(string msg)
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{
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var roomData = JsonConvert.DeserializeObject<WebSocketResponseBase<RoomChangeResponse>>(msg).arguments[0];
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if (roomData != null)
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{
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GameManager.Instance.gameData.currRoomData = roomData;
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}
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else
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{
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Debug.LogError("roomdata是空:" + msg);
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}
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}
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public static void RoomKillNotice(string msg)
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{
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CreateFishManager.Instance.DesFish(msg);
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}
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}
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}
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