SocketPlayer.cs 3.5 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. using UnityEngine.UI;
  6. using UnityEngine.SceneManagement;
  7. public class SocketPlayer : JC.SocketIO.SocketIOClient
  8. {
  9. void Awake()
  10. {
  11. GlobalEventCenter.ins.onGameSceneDestroy += DestroySelf;
  12. }
  13. public override void OnDestroy()
  14. {
  15. GlobalEventCenter.ins.onGameSceneDestroy -= DestroySelf;
  16. base.OnDestroy();
  17. }
  18. void DestroySelf() {
  19. if (gameObject) Destroy(gameObject);
  20. }
  21. void Start()
  22. {
  23. openInGameScene = SceneManager.GetActiveScene().name.StartsWith("Game");
  24. connectServer(CommonConfig.gamePKServerWsURI);
  25. }
  26. public Action onLoad_;
  27. public override void onLoad()
  28. {
  29. }
  30. //方便测试
  31. public bool openInGameScene;
  32. //测试阶段,用这个
  33. public void onLoadForTest(int id, string nickname, int avatarID) {
  34. if (openInGameScene) {
  35. LoginMgr.myUserInfo.id = id;
  36. LoginMgr.myUserInfo.nickname = nickname;
  37. LoginMgr.myUserInfo.avatarID = avatarID;
  38. }
  39. Debug.Log("onLoad");
  40. onLoad_?.Invoke();
  41. }
  42. public override void onReload()
  43. {
  44. Debug.Log("onReload");
  45. }
  46. public Action onDestroy_;
  47. [NonSerialized] public bool canBackHome = true;
  48. public override void onDestroy()
  49. {
  50. Debug.Log("onDestroy");
  51. onDestroy_?.Invoke();
  52. if (canBackHome && UnityEngine.SceneManagement.SceneManager.GetActiveScene().name.StartsWith("Game")) {
  53. PopupMgr.ins.ShowBGTip("某方退出或掉线,联机游戏终止!");
  54. SceneManager.LoadScene("Home", LoadSceneMode.Single);
  55. }
  56. }
  57. public override void onMiss()
  58. {
  59. Debug.Log("onMiss");
  60. }
  61. //上传玩家用户匹配信息
  62. public void UploadPlayerInfo() {
  63. UserInfo userInfo = LoginMgr.myUserInfo;
  64. call("UploadPlayerInfo", userInfo.id, userInfo.nickname, userInfo.avatarID);
  65. }
  66. //匹配成功后,大家同一开始,才进入游戏场景
  67. public void AgreeStartGame() {
  68. call("AgreeStartGame");
  69. }
  70. public Action onAgreeStartGame;
  71. public void OnAgreeStartGame() {
  72. onAgreeStartGame?.Invoke();
  73. }
  74. //随机匹配
  75. public void RandomMatchRoom() {
  76. call("RandomMatchRoom", GlobalData.matchRoomType);
  77. }
  78. public Action onMatchSuccess;
  79. public void OnMatchSuccess(List<MatchPlayerInfo> matchPlayerInfos, int roomID) {
  80. GlobalData.roomID = roomID;
  81. GlobalData.matchPlayerInfos = matchPlayerInfos;
  82. for (int i = 0; i < matchPlayerInfos.Count; i++) {
  83. if (matchPlayerInfos[i].playerID == LoginMgr.myUserInfo.id) {
  84. GlobalData.playerIndexInRoom = i;
  85. }
  86. }
  87. onMatchSuccess?.Invoke();
  88. }
  89. //上传游戏数据
  90. public void UploadPKGameData(string key, object data) {
  91. if (!isValid) return;
  92. call("UploadPKGameData", key, data);
  93. }
  94. public Action<string, string> onReceivePKGameData;
  95. public void OnReceivePKGameData(string key, string data) {
  96. onReceivePKGameData?.Invoke(key, data);
  97. }
  98. //创建好友PK房间
  99. public void CreateFriendPKRoom() {
  100. call("CreateFriendPKRoom", GlobalData.matchRoomType);
  101. }
  102. public Action<int> onCreateFriendPKRoom;
  103. public void OnCreateFriendPKRoom(int roomID) {
  104. onCreateFriendPKRoom?.Invoke(roomID);
  105. }
  106. //加入好友PK房间
  107. public void JoinFriendPKRoom(int roomID) {
  108. call("JoinFriendPKRoom", roomID);
  109. }
  110. }