玩家自行启动游戏时,如果还未登录成功,将会在登录成功后自动创建房间(从加入房间的入口创建游戏时不会触发这个逻辑)
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@ -1,5 +1,6 @@
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using AxibugEmuOnline.Client.ClientCore;
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using AxibugEmuOnline.Client.ClientCore;
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using AxibugEmuOnline.Client.Event;
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using AxibugEmuOnline.Client.Event;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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namespace AxibugEmuOnline.Client
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namespace AxibugEmuOnline.Client
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@ -11,7 +12,7 @@ namespace AxibugEmuOnline.Client
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public RomFile RomFile => m_rom;
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public RomFile RomFile => m_rom;
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public override bool Enable => gameObject.activeInHierarchy;
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public override bool Enable => gameObject.activeInHierarchy;
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/// <summary> 指示该游戏实例是否处于联机模式 </summary>
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/// <summary> 指示该游戏实例是否处于联机模式 </summary>
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public bool IsNetPlay
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public bool IsNetPlay
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{
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{
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get
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get
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@ -53,13 +54,13 @@ namespace AxibugEmuOnline.Client
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base.OnDestroy();
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base.OnDestroy();
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}
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}
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/// <summary> 保存快速快照 </summary>
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/// <summary> 保存快速快照 </summary>
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public void SaveQuickState(object state)
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public void SaveQuickState(object state)
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{
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{
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m_state = state;
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m_state = state;
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}
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}
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/// <summary>
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/// <summary>
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/// 读取快速快照
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/// 读取快速快照
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/// </summary>
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <typeparam name="T"></typeparam>
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/// <returns></returns>
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/// <returns></returns>
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@ -68,21 +69,31 @@ namespace AxibugEmuOnline.Client
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return m_state;
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return m_state;
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}
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}
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private bool m_delayCreateRoom;
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public void Show(RomFile currentRom, IEmuCore core)
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public void Show(RomFile currentRom, IEmuCore core)
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{
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{
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m_state = null;//清空游戏快照
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m_delayCreateRoom = false;
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m_state = null;//清空游戏快照
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CommandDispatcher.Instance.RegistController(this);
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CommandDispatcher.Instance.RegistController(this);
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m_rom = currentRom;
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m_rom = currentRom;
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Core = core;
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Core = core;
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m_stepPerformer.Reset();
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m_stepPerformer.Reset();
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if (App.user.IsLoggedIn && !App.roomMgr.InRoom)
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if (!App.roomMgr.InRoom)
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{
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{
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App.roomMgr.SendCreateRoom(m_rom.ID, 0, m_rom.Hash);
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if (App.user.IsLoggedIn)
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App.roomMgr.SendCreateRoom(m_rom.ID, 0, m_rom.Hash);
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else
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{
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m_delayCreateRoom = true;
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OverlayManager.PopTip("稍后将会建立房间");
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}
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}
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}
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Eventer.Instance.RegisterEvent(EEvent.OnLoginSucceed, OnLoggedIn);
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Eventer.Instance.RegisterEvent<int>(EEvent.OnRoomWaitStepChange, OnServerStepUpdate);
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Eventer.Instance.RegisterEvent<int>(EEvent.OnRoomWaitStepChange, OnServerStepUpdate);
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Eventer.Instance.RegisterEvent(EEvent.OnMineJoinRoom, OnRoomJoin);
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gameObject.SetActiveEx(true);
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gameObject.SetActiveEx(true);
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@ -95,8 +106,21 @@ namespace AxibugEmuOnline.Client
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filter.ApplyPreset(preset);
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filter.ApplyPreset(preset);
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App.filter.EnableFilter(filter);
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App.filter.EnableFilter(filter);
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}
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}
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}
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}
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private void OnRoomJoin()
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{
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m_delayCreateRoom = false;
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}
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private void OnLoggedIn()
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{
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if (m_delayCreateRoom)
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{
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App.roomMgr.SendCreateRoom(m_rom.ID, 0, m_rom.Hash);
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}
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}
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private void OnServerStepUpdate(int step)
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private void OnServerStepUpdate(int step)
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{
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{
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m_stepPerformer.Perform(step);
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m_stepPerformer.Perform(step);
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@ -114,23 +138,21 @@ namespace AxibugEmuOnline.Client
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{
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{
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OverlayManager.PopSideBar(menus, 0, PopMenu_OnHide);
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OverlayManager.PopSideBar(menus, 0, PopMenu_OnHide);
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if (!IsNetPlay)//单人模式暂停模拟器
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if (!IsNetPlay)//单人模式暂停模拟器
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{
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Core.Pause();
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Core.Pause();
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}
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}
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}
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//菜单关闭时候
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//菜单关闭时候
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private void PopMenu_OnHide()
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private void PopMenu_OnHide()
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{
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{
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if (!IsNetPlay)//单人模式恢复模拟器的暂停
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if (!IsNetPlay)//单人模式恢复模拟器的暂停
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Core.Resume();
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Core.Resume();
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}
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}
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public void QuitGame()
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public void QuitGame()
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{
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{
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Eventer.Instance.UnregisterEvent<int>(EEvent.OnRoomWaitStepChange, OnServerStepUpdate);
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Eventer.Instance.UnregisterEvent<int>(EEvent.OnRoomWaitStepChange, OnServerStepUpdate);
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Eventer.Instance.UnregisterEvent(EEvent.OnLoginSucceed, OnLoggedIn);
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Eventer.Instance.UnregisterEvent(EEvent.OnMineJoinRoom, OnRoomJoin);
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App.roomMgr.SendLeavnRoom();
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App.roomMgr.SendLeavnRoom();
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App.emu.StopGame();
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App.emu.StopGame();
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}
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}
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