浏览代码

Just a little thing I noticed - There are some editor assets that are creating new LocalLobbies in edit mode. I'll have to root out all of them, but here's one.

/main/staging/ngo_minigame_cleanup
nathaniel.buck@unity3d.com 3 年前
当前提交
32435eba
共有 2 个文件被更改,包括 2 次插入3 次删除
  1. 2
      Assets/Scripts/Game/GameManager.cs
  2. 3
      Assets/Scripts/UI/CreateMenuUI.cs

2
Assets/Scripts/Game/GameManager.cs


{
if (type == MessageType.CreateLobbyRequest)
{
var createLobbyData = (LocalLobby)msg;
LocalLobby.LobbyData createLobbyData = (LocalLobby.LobbyData)msg;
LobbyAsyncRequests.Instance.CreateLobbyAsync(createLobbyData.LobbyName, createLobbyData.MaxPlayerCount, createLobbyData.Private, m_localUser, (r) =>
{ lobby.ToLocalLobby.Convert(r, m_localLobby);
OnCreatedLobby();

3
Assets/Scripts/UI/CreateMenuUI.cs


/// </summary>
public class CreateMenuUI : UIPanelBase
{
[SerializeField]
LocalLobby m_ServerRequestData = new LocalLobby { LobbyName = "New Lobby", MaxPlayerCount = 4 };
private LocalLobby.LobbyData m_ServerRequestData = new LocalLobby.LobbyData{ LobbyName = "New Lobby", MaxPlayerCount = 4 };
public override void Start()
{

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