using System; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; namespace AdamSync { public class RoomInstructController : MonoBehaviour { public Text roomID; public Text roomName; public Text missionModelInfo; public Text thinkDataInfo; public Text users; public Button startGameBtn; public Button cancelGameBtn; public List usersID = new List(); public GameObject roomView; private void Start() { SyncCreateRoom.getusersRequset += OnGetAllUsers; SyncCreateRoom.send2userRequset += OnJionsRequset; startGameBtn.onClick.AddListener(OnStartGame); cancelGameBtn.onClick.AddListener(OnCancelGame); } private void OnJionsRequset(string obj) { if (obj.Equals("joins")) { } } private void OnCancelGame() { users.text = ""; } private void OnGetAllUsers(string obj) { Debug.Log("OnGetAllUsers=" + obj); } public void OnStartGame() { string msg = "joins " + roomID.text; _ = SyncCreateRoom.SendMessageAsync(msg); } public void SetRoomViewInfo(int _ID, string _name, string _thinkDataInfo, string _missionModelInfo) { string msg = "getusers "; _ = SyncCreateRoom.SendMessageAsync(msg); roomView.SetActive(true); roomID.text = _ID.ToString(); roomName.text = _name; missionModelInfo.text = _missionModelInfo; thinkDataInfo.text = _thinkDataInfo; } } }