using System.Collections; using System.Collections.Generic; using UnityEngine; //设备的连接模式 public enum DeviceMode { //弓箭设备 Archery, //枪械设备 Gun } /** 全局游戏数据 */ public class GlobalData { public static PKMatchType pkMatchType = PKMatchType.None; //本地双人PK,双方选择的角色ID public static int[] localPK_playerRoleIDs = new int[] {1, 2}; public static string roomKey; public static int matchGameType; public static int playerIndexInRoom; public static List matchPlayerInfos; //单机游戏的gameType public static int singlePlayerGameType; //模式类型,区分设备 public static DeviceMode MyDeviceMode { get; set; } = DeviceMode.Archery;// DeviceMode.Gun; } /**接收别人的PK邀请时,会设置GlobalData的数据,如果这时候主页存在层级页面,接收PK邀请但又突然要返回, 这时候层级页面设置过的GlobalData可能会被好友邀请修改过,因此主页用GlobalDataTemp存储可能会被干涉的数据, 在最后一步才把GlobalDataTemp数据赋值给GlobalData */ public class GlobalDataTemp { public static PKMatchType pkMatchType = PKMatchType.None; public static int matchGameType; } public enum PKMatchType { None, //不是PK,就是单击单人 LocalPK, //本地PK OnlinePK //联网PK4444 } public class MatchPlayerInfo { public int playerID; public int avatarID; public string avatarUrl = ""; public string nickname; public MatchPlayerInfo() {} public MatchPlayerInfo(int playerID, int avatarID, string avatarUrl, string nickname) { this.playerID = playerID; this.avatarID = avatarID; this.avatarUrl = avatarUrl; this.nickname = nickname; } }