1055 lines
44 KiB
C#
1055 lines
44 KiB
C#
using Assets.MyGame.Scripts.Net.API;
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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>已加载(或正在加载)的游戏场景名集合,防止人机 RoomJoinNotice 触发重复 LoadSceneAsync</summary>
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private static readonly HashSet<string> _loadedGameScenes = new HashSet<string>();
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/// <summary>清除指定场景的加载标记(退出游戏时调用,下次进入可重新加载)</summary>
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public static void ClearLoadedGameScene(string sceneName)
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{
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if (!string.IsNullOrEmpty(sceneName))
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_loadedGameScenes.Remove(sceneName);
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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 GetRoomListChineseChessResult(string msg)
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{
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var var1 = UIManager.Instance.Show<UIChineseChessDistrict>(UIPanel.MainGamePanelZGXQ, msg);
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}
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public static void GetGoldConfigSuccessChineseChessResult(string msg)
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{
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UIManager.Instance.Get<ChineseChessMainPanel>(UIPanel.MainGamePanelZGXQ).subUIManager.ShowAsync(UIPanel.ZGXQGameExplain);
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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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var selectRoomPanel = var1.subUIManager.Get<UIHome_BY_SelectRoomLevelPanel>(UIPanel.SelectRoomLeavePenel);
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if (selectRoomPanel != null && selectRoomPanel.isMySelectRoom)
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{
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// 手动选座:显示房间列表给玩家选
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selectRoomPanel.panel_UIHome_BY_MySelectRoomPenel.Show(msg);
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}
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// 快速加入分支已迁移到 OnSelectRoom → /api/Room/QuickJoin,不再走 GetRoomList
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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.FLZY:
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sceneName = "FLZY";
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uIPanel = UIPanel.MainGamePanelFLZY;
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break;
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case GameType.YYSC:
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sceneName = "YYSC";
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uIPanel = UIPanel.MainGamePanelYYSC;
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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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sceneName = "HHWK";
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uIPanel = UIPanel.MainGamePanelHHWK;
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break;
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default:
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break;
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}
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if (UIManager.Instance.Get<GameMainPanel_Base>(uIPanel)==null)
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{
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UIManager.Instance.ShowAsync(uIPanel, UIPanel.HomeMainPanel, msg);
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// 卸载所有已加载的游戏地图场景(保证场景唯一性)
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string[] gameScenes = { "FLZY", "YYSC", "XJMH", "HHWK" };
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foreach (var sn in gameScenes)
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{
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// 不卸载即将加载的目标场景
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if (sn == sceneName) continue;
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var s = SceneManager.GetSceneByName(sn);
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if (s.IsValid() && s.isLoaded)
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{
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SceneManager.UnloadSceneAsync(sn);
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_loadedGameScenes.Remove(sn);
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}
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}
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// 目标场景仅加载一次:标记已加载后不再重复 LoadSceneAsync(防止人机通知触发重复加载)
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if (!string.IsNullOrEmpty(sceneName) && !_loadedGameScenes.Contains(sceneName))
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{
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_loadedGameScenes.Add(sceneName);
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var targetScene = SceneManager.GetSceneByName(sceneName);
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if (!targetScene.IsValid() || !targetScene.isLoaded)
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SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
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}
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UIManager.Instance.Close(UIPanel.HomeMainPanel);
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WebSocketManager.Instance.isGame = true;
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}
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else
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{
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// 面板已存在 → 新玩家加入,转发给现有面板激活座位
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var panel = UIManager.Instance.Get<GameMainPanel_Base>(uIPanel);
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if (panel is GameMainPanel_FishBase fishPanel)
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{
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var v = JsonConvert.DeserializeObject<WebSocketResponseBase<RoomJoinNotice>>(msg);
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if (v.arguments.Count > 0)
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{
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var notice = v.arguments[0];
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// 如果座位被bot占用则替换
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var targetSit = fishPanel.list_Sits.Find(s => s.posID == notice.position);
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if (targetSit != null && targetSit.isBot)
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{
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targetSit.isBot = false;
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targetSit.ShowWaiting();
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}
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fishPanel.JoinGame(notice.position, notice.gold, notice.diamond, notice.cannonMultiple, 0, notice.userId, notice.cannonId, notice.wingsId);
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// 后端动态加入的机器人也要标记
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if (targetSit != null && !string.IsNullOrEmpty(notice.userId) && notice.userId.StartsWith("bot_"))
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targetSit.isBot = true;
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}
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}
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}
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}
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/// <summary>
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/// 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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WebSocketManager.Instance.isGame = false;
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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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// 离开倒计时期间不触发击杀/爆奖特效
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var panel = UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelDefault)
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?? UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelFLZY)
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?? UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelYYSC)
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?? UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelXJMH)
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?? UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelHHWK);
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if (panel != null && panel.IsLeavingCountdown()) return;
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CreateFishManager.Instance.Ws_DieFish(msg);
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}
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public static void RoomFireNotice(string msg)
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{
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FireCannonSendData fireCannonSendData = JsonConvert.DeserializeObject<WebSocketResponseBase<FireCannonSendData>>(msg).arguments[0];
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var syncGameData = fireCannonSendData.extra;
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EventCenter.Instance.EventTrigger<FireCannonSendData>(ConstEventString.SyncGameData_FireBullet, fireCannonSendData);
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}
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public static void SyncPlayerGold(string msg)
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{
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var gold = JsonConvert.DeserializeObject<WebSocketResponseBase<long>>(msg).arguments[0];
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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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UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelDefault).currSitData.goldNum = gold;
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break;
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case GameType.FLZY:
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UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelFLZY).currSitData.goldNum = gold;
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break;
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case GameType.YYSC:
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UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelYYSC).currSitData.goldNum = gold;
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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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UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelXJMH).currSitData.goldNum = gold;
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break;
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case GameType.HHWK:
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UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelHHWK).currSitData.goldNum = gold;
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break;
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default:
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break;
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}
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}
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public static void GetRoomInfoResult(string msg)
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{
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//GameManager.Instance.StartGame();RoomChangeResponse
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var roomData = JsonConvert.DeserializeObject<WebSocketResponseBase<RoomChangeResponse>>(msg).arguments[0];
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UIHome_BY_SelectRoomLevelPanel.StartGame(roomData);
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}
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public static void SyncGameDataResult(string msg)
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{
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var syncGameData = JsonConvert.DeserializeObject<WebSocketResponseBase<SyncGameData>>(msg).arguments[0];
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switch (syncGameData.frameType)
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{
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case FrameDataType.none:
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break;
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case FrameDataType.rotateTurrect:
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EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_Rotate, syncGameData);
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break;
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case FrameDataType.fireBullet:
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// 机器人角度同步:SyncFire_ForBot 发出的 SyncGameData(fireBullet)
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// 与 RoomFireNotice(FireCannonSendData) 分开处理,仅用于存储角度到 botLastAngle
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EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_BotFireAngle, syncGameData);
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break;
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// createFish=3 已废弃:鱼创建改由服务端 OnFishSpawn 事件下发
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case FrameDataType.changeAutoTarget:
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EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_ChangeTargetMonster, syncGameData);
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break;
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case FrameDataType.randomDieFish:
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EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_RendromDieFish, syncGameData);
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break;
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case FrameDataType.freezeFish:
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EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_FreezeFish, syncGameData);
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break;
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case FrameDataType.changeTurretState:
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EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_TurretState, syncGameData);
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break;
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case FrameDataType.changeTurret:
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EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_ChangeTurret, syncGameData);
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break;
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case FrameDataType.changeCannonMultiple:
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EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_ChangeCannonMultiple, syncGameData);
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break;
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case FrameDataType.changeWing:
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EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_ChangeWing, syncGameData);
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break;
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// requestSyncFish=11 已废弃:鱼同步改由服务端 OnFishSpawn(type=sync) 下发
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default:
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break;
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}
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}
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// ================================================================
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// 新协议事件分发 (OnFishSpawn / PlayerAfk / FishFrozen / KillNotice 等)
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// ================================================================
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/// <summary>
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/// 服务端出鱼事件 OnFishSpawn 处理。
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/// 破坏性替代旧 createFish 帧同步:服务端统一出鱼,客户端只接收并生成。
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/// </summary>
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public static void OnFishSpawn(string msg)
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{
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var data = JsonConvert.DeserializeObject<WebSocketResponseBase<OnFishSpawnData>>(msg).arguments[0];
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if (data == null) return;
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EventCenter.Instance.EventTrigger<OnFishSpawnData>(ConstEventString.OnFishSpawn, data);
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Debug.Log("出鱼:"+msg);
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}
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/// <summary>鱼列表刷新</summary>
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public static void OnFishList(string msg)
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{
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var fishList = JsonConvert.DeserializeObject<WebSocketResponseBase<object[]>>(msg).arguments[0];
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EventCenter.Instance.EventTrigger<object[]>(ConstEventString.OnFishList, fishList);
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}
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/// <summary>
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/// 冰冻道具(40003)生效事件 FishFrozen。
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/// 鱼存活时间延长 15 秒,客户端写死 15s 倒计时。
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/// </summary>
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public static void FishFrozen(string msg)
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{
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EventCenter.Instance.EventTrigger(ConstEventString.FishFrozen);
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}
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/// <summary>玩家挂机通知</summary>
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public static void PlayerAfkNotice(string msg)
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{
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var data = JsonConvert.DeserializeObject<WebSocketResponseBase<PlayerAfkNoticeData>>(msg).arguments[0];
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if (data == null) return;
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EventCenter.Instance.EventTrigger<PlayerAfkNoticeData>(ConstEventString.PlayerAfkNotice, data);
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}
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/// <summary>玩家取消挂机通知</summary>
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public static void PlayerCancelAfkNotice(string msg)
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{
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var data = JsonConvert.DeserializeObject<WebSocketResponseBase<PlayerAfkNoticeData>>(msg).arguments[0];
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if (data == null) return;
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EventCenter.Instance.EventTrigger<PlayerAfkNoticeData>(ConstEventString.PlayerCancelAfkNotice, data);
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}
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/// <summary>
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/// 全局击杀公告 KillNotice。
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/// 真人击杀/机器人模拟,机器人模拟时额外带 fishName/multiplier/sceneName。
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/// </summary>
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public static void KillNotice(string msg)
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{
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var data = JsonConvert.DeserializeObject<WebSocketResponseBase<KillNoticeData>>(msg).arguments[0];
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if (data == null) return;
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EventCenter.Instance.EventTrigger<KillNoticeData>(ConstEventString.KillNotice, data);
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}
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/// <summary>机器人退出房间通知</summary>
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public static void BotLeaveRoomNotice(string msg)
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{
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var data = JsonConvert.DeserializeObject<WebSocketResponseBase<BotLeaveRoomNoticeData>>(msg).arguments[0];
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if (data == null) return;
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WebSocketReponseList.BotLeaveRoom(data.userId);
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}
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/// <summary>房主断线</summary>
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public static void HostDisconnectNotice(string msg)
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{
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EventCenter.Instance.EventTrigger(ConstEventString.HostDisconnect);
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WebSocketReponseList.HostDisconnect();
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}
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/// <summary>
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/// 座位变更 OnSeatChange。
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/// 数据: { type, userId, position, showWaiting? }
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/// </summary>
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public static void OnSeatChange(string msg)
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{
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var data = JsonConvert.DeserializeObject<WebSocketResponseBase<Dictionary<string, object>>>(msg).arguments[0];
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if (data == null) return;
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// JSON 字段可能是 long/double/string/bool 等任意类型,统一 ToString()+TryParse 容错
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int seatType = data.TryGetValue("type", out var t) && int.TryParse(t?.ToString(), out var st) ? st : 0;
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string userId = data.TryGetValue("userId", out var u) ? u?.ToString() : "";
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int position = data.TryGetValue("position", out var p) && int.TryParse(p?.ToString(), out var pos) ? pos : -1;
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bool showWaiting = data.TryGetValue("showWaiting", out var sw) && (sw is bool b ? b : (sw != null && bool.TryParse(sw.ToString(), out var bv) && bv));
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WebSocketReponseList.SeatChange(seatType, userId, position, showWaiting);
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}
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/// <summary>
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/// 房主控制权移交 ChangeControllerUser。
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/// 仅维护 SitPosData.roomOwnerSit,不再设置 fangzhu(鱼创建已由服务端统一出鱼)。
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/// </summary>
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public static void ChangeControllerUser(string msg)
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{
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var userId = JsonConvert.DeserializeObject<WebSocketResponseBase<string>>(msg).arguments[0];
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if (userId == GameManager.Instance.user.id)
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{
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// 本地玩家成为房主:同步本地房主引用
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if (SitPosData.localPlayerSit != null)
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SitPosData.roomOwnerSit = SitPosData.localPlayerSit;
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}
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else if (userId != null && userId.StartsWith("bot_"))
|
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{
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// 房主是人机:人机无法真正发包,由本地首个非人机玩家代行房主显示职责
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SitPosData.TransferRoomOwner();
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}
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// 其他真人玩家成为房主时无需本地操作(roomOwnerSit 由 TransferRoomOwner/ShowPlayer 维护)
|
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}
|
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public static void LeaveRoomResult(string msg)
|
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{
|
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//WebSocketManager.Instance.isGame = false;
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||
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//GameManager.Instance.StartGame();RoomChangeResponse
|
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var response = JsonConvert.DeserializeObject<WebSocketResponseBase<string>>(msg);
|
||
// ⭐ 数据保护:arguments 为空直接返回,避免抛异常
|
||
if (response?.arguments == null || response.arguments.Count == 0)
|
||
{
|
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#if UNITY_EDITOR
|
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Debug.LogWarning("[LeaveRoomResult] arguments 为空,忽略");
|
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#endif
|
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return;
|
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}
|
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var userid = response.arguments[0];
|
||
switch (GameManager.Instance.gameData.currGameType)
|
||
{
|
||
case GameType.JQQD:
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break;
|
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case GameType.defaultPanel:
|
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break;
|
||
case GameType.FLZY:
|
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{
|
||
var panel = UIManager.Instance.Get<GameMainPanel_FLZY>(UIPanel.MainGamePanelFLZY);
|
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if (panel == null || panel.currSitData == null) break;
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||
if (panel.currSitData.user == userid)
|
||
{
|
||
ExitFishingGame(UIPanel.MainGamePanelFLZY);
|
||
break;
|
||
}
|
||
foreach (var item in panel.list_Sits)
|
||
{
|
||
if (item.user == userid)
|
||
{
|
||
item.ShowWaiting();
|
||
}
|
||
}
|
||
}
|
||
|
||
break;
|
||
case GameType.YYSC:
|
||
{
|
||
var panel = UIManager.Instance.Get<GameMainPanel_YYSC>(UIPanel.MainGamePanelYYSC);
|
||
if (panel == null || panel.currSitData == null) break;
|
||
if (panel.currSitData.user == userid)
|
||
{
|
||
ExitFishingGame(UIPanel.MainGamePanelYYSC);
|
||
break;
|
||
}
|
||
foreach (var item in panel.list_Sits)
|
||
{
|
||
if (item.user == userid)
|
||
{
|
||
item.ShowWaiting();
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
case GameType.ZGXQ:
|
||
|
||
break;
|
||
case GameType.XJMH:
|
||
{
|
||
var panel = UIManager.Instance.Get<GameMainPanel_XJMH>(UIPanel.MainGamePanelXJMH);
|
||
if (panel == null || panel.currSitData == null) break;
|
||
if (panel.currSitData.user == userid)
|
||
{
|
||
ExitFishingGame(UIPanel.MainGamePanelXJMH);
|
||
break;
|
||
}
|
||
foreach (var item in panel.list_Sits)
|
||
{
|
||
Debug.Log(item.user + "---" + userid);
|
||
if (item.user == userid)
|
||
{
|
||
Debug.Log("推出星际迷航");
|
||
item.ShowWaiting();
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
case GameType.HHWK:
|
||
{
|
||
var panel = UIManager.Instance.Get<GameMainPanel_HHWK>(UIPanel.MainGamePanelHHWK);
|
||
if (panel == null || panel.currSitData == null) break;
|
||
if (panel.currSitData.user == userid)
|
||
{
|
||
ExitFishingGame(UIPanel.MainGamePanelHHWK);
|
||
break;
|
||
}
|
||
foreach (var item in panel.list_Sits)
|
||
{
|
||
if (item.user == userid)
|
||
{
|
||
item.ShowWaiting();
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
|
||
|
||
}
|
||
|
||
/// <summary>
|
||
/// 统一退出捕鱼游戏流程:
|
||
/// 1. 关闭 game socket(自己的离房通知已收到,可以正常关闭)
|
||
/// 2. 拉取最新用户数据并触发 OnUserDataChanged 事件,同步大厅金币/钻石/等级等 UI
|
||
/// 3. 复用游戏内 JinDuTiao 进度条卸载资源(和加入游戏流程一致,末尾保留2秒)
|
||
/// 4. 进度条完成后切回大厅
|
||
/// </summary>
|
||
private static void ExitFishingGame(UIPanel gamePanel)
|
||
{
|
||
// 标记游戏已结束
|
||
WebSocketManager.Instance.isGame = false;
|
||
// 关闭游戏连接
|
||
WebSocketManager.Instance.Close(SocketType.game);
|
||
// 拉取最新用户数据,触发 UI 同步更新(金币/钻石/等级/VIP等)
|
||
APIRequestList.GetUser((user) =>
|
||
{
|
||
GameManager.Instance.UpdataUserData(user);
|
||
});
|
||
|
||
// ⭐ 复用游戏面板的 JinDuTiao 进度条卸载资源,完成后进入 home 界面
|
||
var panel = UIManager.Instance.Get<GameMainPanel_FishBase>(gamePanel);
|
||
if (panel != null)
|
||
{
|
||
panel.UnLoadResourcesWithProgress(() =>
|
||
{
|
||
// 进度条加载完成后进入 home 界面
|
||
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, gamePanel);
|
||
});
|
||
}
|
||
else
|
||
{
|
||
// 兜底:拿不到面板直接切换
|
||
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, gamePanel);
|
||
}
|
||
}
|
||
|
||
// ---------------- LoginHub ----------------
|
||
|
||
/// <summary>
|
||
/// LoginHub Broadcast — 大厅公告广播
|
||
/// </summary>
|
||
public static void LoginBroadcast(string msg)
|
||
{
|
||
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<LoginBroadcastData>>(msg).arguments[0];
|
||
UIManager.Instance.ShowBoardGongGao(data.message);
|
||
}
|
||
|
||
/// <summary>
|
||
/// LoginHub AssetUpdated — 资产变动通知
|
||
/// </summary>
|
||
public static void AssetUpdated(string msg)
|
||
{
|
||
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<LoginAssetData>>(msg).arguments[0];
|
||
// 触发用户数据刷新
|
||
var userId = GameManager.Instance?.user?.id;
|
||
if (!string.IsNullOrEmpty(userId))
|
||
APIRequestList.GetUser(userId, a => GameManager.Instance.UpdataUserData(a));
|
||
}
|
||
|
||
/// <summary>
|
||
/// LoginHub BackpackUpdated — 背包变动通知
|
||
/// </summary>
|
||
public static void BackpackUpdated(string msg)
|
||
{
|
||
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<LoginBackpackData>>(msg).arguments[0];
|
||
// 刷新用户数据(道具列表在 GetUser 返回中)
|
||
var userId = GameManager.Instance?.user?.id;
|
||
if (!string.IsNullOrEmpty(userId))
|
||
APIRequestList.GetUser(userId, a => GameManager.Instance.UpdataUserData(a));
|
||
}
|
||
|
||
/// <summary>
|
||
/// LoginHub NewEmail — 新邮件通知
|
||
/// </summary>
|
||
public static void NewEmail(string msg)
|
||
{
|
||
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<LoginNewEmailData>>(msg).arguments[0];
|
||
UIManager.Instance.ShowBoardError($"收到新邮件:{data.title}");
|
||
}
|
||
|
||
/// <summary>
|
||
/// LoginHub KillAnnouncement — 全局击杀公告(特殊 Boss 击杀全服推送)
|
||
/// </summary>
|
||
public static void KillAnnouncement(string msg)
|
||
{
|
||
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<KillAnnouncementData>>(msg).arguments[0];
|
||
// 服务端已拼好 text(格式:恭喜玩家*****在风雷之渊 高级场捕获 人鱼公主*2000倍 150000000大奖)
|
||
if (data != null && !string.IsNullOrEmpty(data.text))
|
||
UIManager.Instance.ShowBoardGongGao(data.text);
|
||
}
|
||
|
||
/// <summary>
|
||
/// LoginHub LevelChanged — 后台修改玩家等级
|
||
/// 直接调用 GetUser 刷新用户数据,触发 OnUserDataChanged 同步 UI
|
||
/// </summary>
|
||
public static void LevelChanged(string msg)
|
||
{
|
||
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<LevelChangedData>>(msg).arguments[0];
|
||
var userId = GameManager.Instance?.user?.id;
|
||
if (!string.IsNullOrEmpty(userId))
|
||
APIRequestList.GetUser(userId, a => GameManager.Instance.UpdataUserData(a));
|
||
}
|
||
|
||
// ---------------- LoginHub 断线房间 ----------------
|
||
|
||
/// <summary>当前是否有待处理的断线房间弹窗(防止重复弹)</summary>
|
||
private static bool _pendingRoomActive;
|
||
|
||
/// <summary>
|
||
/// LoginHub PendingRoomNotice — 登录后检测到有未完成的断线游戏
|
||
/// 弹窗提示用户选择"返回房间"(调 Reconnect)或"离开"(调 DismissPendingRoom)
|
||
/// 60 秒无操作自动离开
|
||
/// </summary>
|
||
public static void PendingRoomNotice(string msg)
|
||
{
|
||
if (_pendingRoomActive) return; // 防重复
|
||
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<PendingRoomData>>(msg).arguments[0];
|
||
if (data == null) return;
|
||
|
||
_pendingRoomActive = true;
|
||
var userId = GameManager.Instance?.user?.id;
|
||
if (string.IsNullOrEmpty(userId)) return;
|
||
|
||
// 创建 TiShi 弹窗(直接 Instantiate 拿引用,方便 60 秒后销毁)
|
||
var prefab = UIManager.Instance.TiShiParefab;
|
||
if (prefab == null)
|
||
{
|
||
Debug.LogWarning("[PendingRoomNotice] TiShiParefab 未赋值,自动离开");
|
||
WebSocketSendList.DismissPendingRoom(userId);
|
||
_pendingRoomActive = false;
|
||
return;
|
||
}
|
||
var obj = UnityEngine.Object.Instantiate(prefab, UIManager.Instance.uiRoot);
|
||
obj.transform.SetAsLastSibling();
|
||
var tishi = obj.GetComponent<TiShi>();
|
||
if (tishi == null)
|
||
{
|
||
UnityEngine.Object.Destroy(obj);
|
||
_pendingRoomActive = false;
|
||
return;
|
||
}
|
||
|
||
// 标记用户是否已操作
|
||
bool acted = false;
|
||
|
||
// 确认 = 返回房间
|
||
tishi.Init($"检测到您在 {data.gameType} {data.roomName} 有未完成的游戏,是否返回房间?", () =>
|
||
{
|
||
acted = true;
|
||
WebSocketSendList.Reconnect(userId);
|
||
});
|
||
|
||
// 关闭 = 离开(额外给 btn_Close 加监听;TiShi.Close 本身只销毁不触发 action)
|
||
if (tishi.btn_Close != null)
|
||
{
|
||
tishi.btn_Close.onClick.AddListener(() =>
|
||
{
|
||
if (acted) return;
|
||
acted = true;
|
||
WebSocketSendList.DismissPendingRoom(userId);
|
||
});
|
||
}
|
||
|
||
// 60 秒无操作自动离开
|
||
WebSocketManager.Instance.StartCoroutine(PendingRoomCountdown(
|
||
60f, () => acted, () =>
|
||
{
|
||
acted = true;
|
||
WebSocketSendList.DismissPendingRoom(userId);
|
||
if (obj != null) UnityEngine.Object.Destroy(obj);
|
||
_pendingRoomActive = false;
|
||
}));
|
||
}
|
||
|
||
/// <summary>断线房间弹窗倒计时协程(到时检查是否已操作,未操作则触发回调)</summary>
|
||
private static System.Collections.IEnumerator PendingRoomCountdown(
|
||
float seconds, System.Func<bool> hasActed, System.Action onTimeout)
|
||
{
|
||
yield return new UnityEngine.WaitForSeconds(seconds);
|
||
if (!hasActed())
|
||
onTimeout?.Invoke();
|
||
}
|
||
|
||
/// <summary>
|
||
/// LoginHub PendingRoomNotice 数据
|
||
/// </summary>
|
||
[Serializable]
|
||
public class PendingRoomData
|
||
{
|
||
public string roomId;
|
||
public string gameType;
|
||
public string roomName;
|
||
}
|
||
|
||
/// <summary>
|
||
/// LoginHub AccountKicked — 账号被顶通知
|
||
/// 该账号在其他设备登录时,旧连接收到此事件。
|
||
/// 前端应提示"账号已在其他地方登录"并清空房间 UI、断开游戏连接。
|
||
/// </summary>
|
||
public static void AccountKicked(string msg)
|
||
{
|
||
try
|
||
{
|
||
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<AccountKickedData>>(msg).arguments[0];
|
||
var userId = GameManager.Instance?.user?.id;
|
||
// 只处理当前登录用户被顶的情况
|
||
if (data != null && !string.IsNullOrEmpty(data.userId)
|
||
&& !string.IsNullOrEmpty(userId) && data.userId == userId)
|
||
{
|
||
UIManager.Instance.ShowTiShi("账号已在其他地方登录", () =>
|
||
{
|
||
GameManager.Instance.Logout();
|
||
return;
|
||
});
|
||
}
|
||
}
|
||
catch (Exception e)
|
||
{
|
||
Debug.LogWarning("[AccountKicked] 解析失败: " + e.Message);
|
||
}
|
||
|
||
// 提示并登出(Logout 已封装:CloseAll WebSocket + 清空用户 + 关闭所有 UI + 回登录界面)
|
||
UIManager.Instance.ShowBoardError("账号已在其他地方登录");
|
||
//GameManager.Instance.Logout();
|
||
}
|
||
|
||
/// <summary>
|
||
/// LoginHub AccountKicked 数据
|
||
/// </summary>
|
||
[Serializable]
|
||
public class AccountKickedData
|
||
{
|
||
public string userId;
|
||
}
|
||
|
||
/// <summary>
|
||
/// LoginHub ChangeConfig — 后台活动配置或游戏配置保存发布后广播
|
||
/// changeType: 1=活动配置更新 2=游戏配置更新
|
||
/// 前端按 changeType 重新请求对应配置
|
||
/// </summary>
|
||
public static void ChangeConfig(string msg)
|
||
{
|
||
try
|
||
{
|
||
var changeType = JsonConvert.DeserializeObject<WebSocketResponseBase<int>>(msg).arguments[0];
|
||
switch (changeType)
|
||
{
|
||
case 1:
|
||
// 活动配置更新
|
||
APIRequestList.GetActivityConfig(res =>
|
||
{
|
||
if (res != null) GameManager.Instance.activityConfig = res;
|
||
});
|
||
break;
|
||
case 2:
|
||
// 游戏配置更新
|
||
APIManager.Response<GameConfig>(APIType.GameConfig_Get, res =>
|
||
{
|
||
if (res != null)
|
||
{
|
||
GameManager.Instance.gameConfig = res;
|
||
var v = GameManager.Instance.dic_fishTypeConfigs;
|
||
if (v != null)
|
||
{
|
||
v.Clear();
|
||
foreach (var item in res.fishTypeConfigs)
|
||
v[item.fishNumber] = item;
|
||
}
|
||
}
|
||
});
|
||
break;
|
||
}
|
||
}
|
||
catch (Exception e)
|
||
{
|
||
Debug.LogWarning("[ChangeConfig] 解析失败: " + e.Message);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// LoginHub KickToMainPage — 强制退出到主页面
|
||
/// 当前账号连接已失效(被顶号/用户不匹配),前端应立即清除所有游戏 UI 并导航到主页面/登录页
|
||
/// </summary>
|
||
public static void KickToMainPage(string msg)
|
||
{
|
||
try
|
||
{
|
||
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<KickToMainPageData>>(msg).arguments[0];
|
||
var userId = GameManager.Instance?.user?.id;
|
||
// 只处理当前登录用户被踢的情况
|
||
if (data != null && !string.IsNullOrEmpty(data.userId)
|
||
&& !string.IsNullOrEmpty(userId) && data.userId != userId)
|
||
return;
|
||
}
|
||
catch (Exception e)
|
||
{
|
||
Debug.LogWarning("[KickToMainPage] 解析失败: " + e.Message);
|
||
}
|
||
|
||
UIManager.Instance.ShowTiShi("连接已失效,请重新登录", () =>
|
||
{
|
||
GameManager.Instance.Logout();
|
||
});
|
||
}
|
||
|
||
/// <summary>
|
||
/// LoginHub KickToMainPage 数据
|
||
/// </summary>
|
||
[Serializable]
|
||
public class KickToMainPageData
|
||
{
|
||
public string userId;
|
||
}
|
||
|
||
// ---------------- FishGameHub 补充 ----------------
|
||
|
||
/// <summary>
|
||
/// FishGameHub BotLeaveRoomNotice — 机器人退出房间
|
||
/// 仅触发对应座位显示等待,不影响本地玩家(自己退出走 LeaveRoomResult)
|
||
/// </summary>
|
||
public static void BotLeaveRoom(string botUserId)
|
||
{
|
||
if (string.IsNullOrEmpty(botUserId)) return;
|
||
switch (GameManager.Instance.gameData.currGameType)
|
||
{
|
||
case GameType.FLZY:
|
||
ReleaseBotSit(UIPanel.MainGamePanelFLZY, botUserId);
|
||
break;
|
||
case GameType.YYSC:
|
||
ReleaseBotSit(UIPanel.MainGamePanelYYSC, botUserId);
|
||
break;
|
||
case GameType.XJMH:
|
||
ReleaseBotSit(UIPanel.MainGamePanelXJMH, botUserId);
|
||
break;
|
||
case GameType.HHWK:
|
||
ReleaseBotSit(UIPanel.MainGamePanelHHWK, botUserId);
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
|
||
/// <summary>释放机器人座位(显示等待界面,标记为 bot)</summary>
|
||
private static void ReleaseBotSit(UIPanel panelName, string botUserId)
|
||
{
|
||
var panel = UIManager.Instance.Get<GameMainPanel_FishBase>(panelName);
|
||
if (panel == null) return;
|
||
foreach (var sit in panel.list_Sits)
|
||
{
|
||
if (sit.user == botUserId)
|
||
{
|
||
sit.isBot = true;
|
||
sit.ShowWaiting();
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// FishGameHub HostDisconnect — 房主断线
|
||
/// 其他玩家可接受机器人控制权。本地房主引用若已断线则转移给本地首个非人机玩家。
|
||
/// </summary>
|
||
public static void HostDisconnect()
|
||
{
|
||
// 房主断线 → 触发房主转移(SitPosData 已封装好转移逻辑)
|
||
SitPosData.TransferRoomOwner();
|
||
}
|
||
|
||
/// <summary>
|
||
/// FishGameHub OnSeatChange — 座位变更
|
||
/// { type, userId, position, showWaiting? }
|
||
/// type 字段后端未明确定义,先按 showWaiting 决定显示状态
|
||
/// </summary>
|
||
public static void SeatChange(int seatType, string userId, int position, bool showWaiting)
|
||
{
|
||
if (string.IsNullOrEmpty(userId) || position < 0) return;
|
||
|
||
GameMainPanel_FishBase panel = null;
|
||
switch (GameManager.Instance.gameData.currGameType)
|
||
{
|
||
case GameType.FLZY:
|
||
panel = UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelFLZY);
|
||
break;
|
||
case GameType.YYSC:
|
||
panel = UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelYYSC);
|
||
break;
|
||
case GameType.XJMH:
|
||
panel = UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelXJMH);
|
||
break;
|
||
case GameType.HHWK:
|
||
panel = UIManager.Instance.Get<GameMainPanel_FishBase>(UIPanel.MainGamePanelHHWK);
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
if (panel == null) return;
|
||
|
||
var targetSit = panel.list_Sits.Find(s => s.posID == position);
|
||
if (targetSit == null) return;
|
||
|
||
if (showWaiting)
|
||
{
|
||
// 显示等待界面(玩家离开该座位)
|
||
targetSit.ShowWaiting();
|
||
}
|
||
else
|
||
{
|
||
// 玩家进入该座位
|
||
targetSit.isBot = !string.IsNullOrEmpty(userId) && userId.StartsWith("bot_");
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// FishRoomHub RoomChange — 房间变化通知
|
||
/// 房间列表界面收到时刷新显示。当前仅在房间列表 UI 开启时更新数据,
|
||
/// 具体刷新逻辑由 UIHome_BY_SelectRoomLevelPanel / 手动选座面板按需实现。
|
||
/// </summary>
|
||
public static void RoomChangeNotice(string msg)
|
||
{
|
||
try
|
||
{
|
||
var roomData = JsonConvert.DeserializeObject<WebSocketResponseBase<RoomChangeResponse>>(msg).arguments[0];
|
||
if (roomData == null) return;
|
||
// 通知手动选座面板刷新(若开启)
|
||
var homeMain = UIManager.Instance.Get<UIHomeMain>(UIPanel.HomeMainPanel);
|
||
if (homeMain == null) return;
|
||
var selectRoomPanel = homeMain.subUIManager.Get<UIHome_BY_SelectRoomLevelPanel>(UIPanel.SelectRoomLeavePenel);
|
||
if (selectRoomPanel != null && selectRoomPanel.isMySelectRoom)
|
||
{
|
||
selectRoomPanel.panel_UIHome_BY_MySelectRoomPenel?.OnRoomChange(roomData);
|
||
}
|
||
}
|
||
catch (Exception e)
|
||
{
|
||
Debug.LogWarning("[RoomChangeNotice] 解析失败: " + e.Message);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// LoginHub LevelChanged 数据(字段名对齐后端大写首字母)
|
||
/// </summary>
|
||
[Serializable]
|
||
public class LevelChangedData
|
||
{
|
||
public int NewLevel;
|
||
public long NewExp;
|
||
public long NewGold;
|
||
public int NewDiamond;
|
||
public string Source;
|
||
public string Remark;
|
||
}
|
||
|
||
// ---------------- Customer ----------------
|
||
|
||
/// <summary>
|
||
/// 发起会话回调(用户端)
|
||
/// isOk=false 时弹错误提示;isOk=true 时自动加入会话房间
|
||
/// </summary>
|
||
public static void Customer_OnConversationStarted(CustomerConversationStartedResult result)
|
||
{
|
||
if (!result.isOk)
|
||
{
|
||
UIManager.Instance.ShowBoardError(result.msg);
|
||
return;
|
||
}
|
||
// 加入会话房间,之后才能收发消息
|
||
//WebSocketSendList.Customer_JoinConversation(result.conversation.id);
|
||
// TODO: 通知客服 UI 显示会话(替换为你的实际 Panel 调用)
|
||
UIManager.Instance.Get<UIHomeMain>(UIPanel.HomeMainPanel).subUIManager.Get<UIHome_BY_ServicePanel>(UIPanel.ServicePanel)?.OnConversationStarted(result);
|
||
|
||
}
|
||
|
||
/// <summary>
|
||
/// 消息接收回调(用户端 & 客服端)
|
||
/// </summary>
|
||
public static void Customer_OnMessageReceived(CustomerMessageReceived msg)
|
||
{
|
||
|
||
// TODO: 通知客服 UI 追加消息(替换为你的实际 Panel 调用)
|
||
UIManager.Instance.Get<UIHomeMain>(UIPanel.HomeMainPanel).subUIManager.Get<UIHome_BY_ServicePanel>(UIPanel.ServicePanel)?.OnMessageReceived(msg);
|
||
Debug.Log($"[Customer] 收到消息 from {msg.senderName}({msg.senderType}): {msg.content}");
|
||
}
|
||
|
||
/// <summary>
|
||
/// 新会话通知(客服端)
|
||
/// </summary>
|
||
public static void Customer_OnNewConversation(CustomerNewConversationNotice notice)
|
||
{
|
||
// 客服端自动加入会话房间
|
||
WebSocketSendList.Customer_JoinConversation(notice.conversationId);
|
||
// TODO: 通知客服端 UI 显示新会话(替换为你的实际 Panel 调用)
|
||
// UIManager.Instance.Get<UICustomerServicePanel>(UIPanel.CustomerServicePanel)?.OnNewConversation(notice);
|
||
Debug.Log($"[Customer] 新会话来了,userId={notice.userId},userName={notice.userName}");
|
||
}
|
||
/// <summary>
|
||
/// LoginHub Broadcast 数据
|
||
/// </summary>
|
||
[Serializable]
|
||
public class LoginBroadcastData
|
||
{
|
||
public string userName;
|
||
public string avatarUrl;
|
||
public int level;
|
||
public int vipLevel;
|
||
public string message;
|
||
public long time;
|
||
}
|
||
|
||
/// <summary>
|
||
/// LoginHub KillAnnouncement 数据(全局击杀公告)
|
||
/// </summary>
|
||
[Serializable]
|
||
public class KillAnnouncementData
|
||
{
|
||
/// <summary>公告文本(服务端已拼接:恭喜玩家*****在风雷之渊 高级场捕获 人鱼公主*2000倍 150000000大奖)</summary>
|
||
public string text;
|
||
/// <summary>玩家名(已脱敏,全部替换为*)</summary>
|
||
public string userName;
|
||
/// <summary>游戏类型名(如:风雷之渊)</summary>
|
||
public string gameTypeName;
|
||
/// <summary>房间名(如:高级场)</summary>
|
||
public string roomName;
|
||
/// <summary>鱼名称(如:人鱼公主)</summary>
|
||
public string fishName;
|
||
/// <summary>炮台倍数</summary>
|
||
public int multiple;
|
||
/// <summary>获得金币</summary>
|
||
public long gold;
|
||
/// <summary>时间戳(Unix秒)</summary>
|
||
public long time;
|
||
}
|
||
|
||
/// <summary>
|
||
/// LoginHub AssetUpdated 数据
|
||
/// </summary>
|
||
[Serializable]
|
||
public class LoginAssetData
|
||
{
|
||
public int currencyType;
|
||
public int changeType;
|
||
public long amount;
|
||
public long newGold;
|
||
public int newDiamond;
|
||
public string source;
|
||
public string remark;
|
||
}
|
||
|
||
/// <summary>
|
||
/// LoginHub BackpackUpdated 数据
|
||
/// </summary>
|
||
[Serializable]
|
||
public class LoginBackpackData
|
||
{
|
||
public string action;
|
||
public string propNumber;
|
||
public int count;
|
||
public List<object> props;
|
||
}
|
||
|
||
/// <summary>
|
||
/// LoginHub NewEmail 数据
|
||
/// </summary>
|
||
[Serializable]
|
||
public class LoginNewEmailData
|
||
{
|
||
public string title;
|
||
public string emailId;
|
||
}
|
||
}
|
||
}
|
||
|
||
// end namespace |