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@@ -191,15 +191,17 @@ namespace ET.Client
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});
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self.operatorObj_btn.Add(operatorObjBtn);
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}
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+
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+ self.RepeatedTimer = TimerComponent.Instance.NewRepeatedTimer(ConstValue.fightTimeRefreshTime / 1 + 100, TimerInvokeType.fightTimeShow, self);
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+ CommonBridge.Instance.dispathPush += DispathPush;
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+
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self.Init();
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}
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}
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private static async void Init(this UIStartFightRoomComponent self)
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{
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- self.RepeatedTimer = TimerComponent.Instance.NewRepeatedTimer(ConstValue.fightTimeRefreshTime / 1 + 100, TimerInvokeType.fightTimeShow, self);
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var startFightRoomInfo = self.ClientScene().GetComponent<StartFightRoomComponment>().GetStartFightRoomInfo();
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- CommonBridge.Instance.dispathPush += DispathPush;
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self.readyBtn.SetActive(true);
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self.inviteBtn.SetActive(true);
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self.houseIdTxt.GetComponent<Text>().text = startFightRoomInfo.roomInfo.RoomId.ToString();
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@@ -322,6 +324,7 @@ namespace ET.Client
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if (type is EventType.GameOperationPush)
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{
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+ Log.Error("@@@@ 操作类型 声音播放");
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PlayOperatorSound(startFightRoomInfo);
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}
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break;
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@@ -373,9 +376,6 @@ namespace ET.Client
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//记录当前出的牌
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GameUtil.Instance.curCardVal = startFightRoomInfo.roomInfo.CurDisCard;
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- int sexType = startFightRoomInfo.roomInfo.CurDisCardSex;
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- string soundStrType = sexType == 0 ? GameSetting.Instance.disCardBoySoundName : GameSetting.Instance.disCardGirlSoundName;
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- await SoundManager.Instance.PlaySound(string.Concat(soundStrType, startFightRoomInfo.roomInfo.CurDisCard));
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Log.Error("当前出的牌: " + GameUtil.Instance.curCardVal);
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}
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@@ -391,6 +391,10 @@ namespace ET.Client
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startFightRoomComponentUI.timeCountTxt.text = "";
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}
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}
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+
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+ int sexType = startFightRoomInfo.roomInfo.CurDisCardSex;
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+ string soundStrType = sexType == 0 ? GameSetting.Instance.disCardBoySoundName : GameSetting.Instance.disCardGirlSoundName;
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+ await SoundManager.Instance.PlaySound(string.Concat(soundStrType, startFightRoomInfo.roomInfo.CurDisCard));
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Log.Error("@@@@ 当前出牌: " + roomInfo.CurDisCard);
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RefreshPlayCardList(scene, startFightRoomInfo, startFightRoomComponentUI);
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//刷新剩余牌数量和局数
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@@ -998,7 +1002,6 @@ namespace ET.Client
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}
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}
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//处理每个回合倒计时
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- Log.Error("当前自己回合");
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startFightRoomComponentUI.startTimeCount = startFightRoomInfo.roomInfo.Time;
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//处理当前操作玩家的状态显示
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